
Originally Posted by
Hyrist
I disagree.
No matter how many exploits you will attempt to plug, the players who are obsessed with progress will always find an exploit. Manaburns, Arrow Burns, TP Burns, Astral Burns, are all evidence to this from FFXI.
Conversely, Power-Levling is not a common practice even with it as easily available as it is here in FFXIV.
The speed of leveling is not the problem - it is the long term reward for content is. Think back to Chains of Promithia, how many people still do ENMs? How many people REMEMBER all the ENMs? Or BCNMs? The only ones that are recalled are the ones with rewards that benefit high level players. The span of how quickly or how long it takes to reach that level doesn't matter.
It does not really matter how you slice it - without flat out removing levels there is going to be content that is overlooked unless you make it relevant to endgame players. Period. If it is relevant to endgame players, the level the content is introduced is irrelevant. Therefore the solution is to make low to mid level content significant to endgame players. Then you make it so that low and high level players can play side by side in this content, and you have a system that kills the absolute rush to endgame.
The leveling speed is completely, and utterly irrelevant to the solution. The accessibility and significance of low and midgame content to higher level players is.
I'm sorry. I understand the concept of going on a journey and working to be better is significant to you. But Leveling is not the only means in which this feeling can be established. Slowing down leveling, however, does significantly slow down accessibility for players to play together, because those at endgame will have endgame concerns, and those who are leveling up will only have leveling up concerns.
Without bringing these two together, we will play together less, unless you force people to play together by choking out solo content. The point of this game is to play together. So the solution to that must make it so that players are enticed, rather than forced, to play along. If you make it forced, by dragging along the leveling span, we will bleed players like water from a broken dam.
If you make content profitable and accessible to everyone, then the leveling span is insignificant, you're growing into a stronger character/player by gaining real experience adventuring. Sad that the solution is so binary, but the problems here are that severe.