I would love for some time of level capped content...
But for this game...I can't see it working. You don't really spend enough time in mid levels to actually validate having level caps in mission lines.
I would love for some time of level capped content...
But for this game...I can't see it working. You don't really spend enough time in mid levels to actually validate having level caps in mission lines.


I'm all for it.
Level capped stuff in xi was great. BCNMs ENMs, Garrison, all great. fun to do and level capped content. what I liked about them was I could take my friends to do bcnms etc even if they weren't 75 like me. It was great.
CoP was also awesome. CoP was one of the most memorable experiences I had in final fantasy xi, running through the 30caps 40 caps 50 caps etc. it was imo a truly amazing experience and I loved every minute of it.
If I could simply have hit 75 and blast my way though promy's, the aquaducts and sacrarium effortlessly then I honestly think I wouldn't have enjoyed it half as much or had even close to the sense of satisfaction from it all
Level capped stuff is great it keeps a challenge and it gives low level players stuff to do on their journey to the end game.
What they need to go is give incentives for people to go back and help others. this is evident even in the current game and level 50 contents. a common example I see in shouts is "united we Stand" I see loads of shouts for this and people don't go back and help. this is a clear example of how level caps aren't the real reason people get left behind and quit.
I would say with a fair degree of certainty if players got rewards for going back and helping others they'd be more willing to. If for example players got the 5k seals or something for going back and helping people do "United we Stand" those people shouting in ul'dah would fill there parties much faster. and the same would be true with level capped content.
level cap is great, what the games needs is an incentive that encourages people to play with and help others.
actually you are off base here. i see many people shouting for help on lower level content all the time. normally it's a high level player that will go help them run it just because it won't take long to go in and steamroll something. i'm glad to go help someone do toto-rak because i can run through it and knock it off their list quickly, but i won't be as willing to do it if it takes a long time. adding a level sync is just a good way to stop me from being willing to go help someone do lower level content when they can't find a group their level to go do it.
is it as much fun for the low level player to get a high level person to go do the content for them? no, but i can assure you it's more fun than sitting there for hours and not being able to get anyone to help them at all.
I agree with you, and if there was a level cap i guarentee I would not be helping any low levels period.

I like the idea of level sync ... Allow the players to level their class however they like, but SE must make gears scale accordingly to the quest/mob level.
How many items are in this game? Thousands? How much inventory space do we have? 200? The bigger issue that needs to be addressed here is the lack of inventory space for all these different items that we already have in game. Without gear scaling, then placing caps will only alienate players from other players that aren't at their level range.
jc


its a question of game design... maximum cap lv 35 for toto-rak it still would be much easier to clear it.. but seriously not lv 50 or in the end maybe lv 79 and one hit kill ifrit or somethin.
for what do you play this game? getting fast to max level and dont see anything from content? way to lv 50 is also end content.
guys like him seriously would..
And i can speak about my linkshell.. our leader has maxed his jobs/classes REALLY fast.. while we have been leveling still with our second or third jobclass in the mid range of lv 25. we often never really could do something together with our LS leader.
"well we are going the first time to toto-rak, do you wanna come with us? oh i forgot.. all your classes are lv 50.." it was kind of like that. and we wanted to have challenge.. we wanted to receive exp while clearing that instanced dungeon..
ok now in 2.0. you have the choice of having more than just one character. it will lead players to make even more twinks, so that they can do low level stuff with new players of their LS again. Which i think sucks. in FFXI it worked so quiet well, WITHOUT creating a twink char..
well maybe it is.. because it is just a stupid task to one hit all low level monsters in it?you think if they add level caps and sync then high levels will want to help low levels more? what game are you playing because in the one I play its hard enough to get a 50 to run you through content (unless in a good LS which I am) and that is quick, let alone get a 50 to come do that same content in a longer amount of time.
from time to time its fun to re-live old content stuff.
it worked in FFXI for many years. and Garrison, Avatar battles still have been very fun, after years. and maybe BECAUSE it was MORE than just running over the mobs like a tank.
personally i dont want to re-visit toto-rak with my lv 50 dragoon.. what should i do in there? kill all mobs with one aeo jump? that i can do in the openworld in front of ul'dah too, if i wan it.
Last edited by Tonkra; 08-14-2012 at 08:34 AM.
Everyone seems to be complaining about "not wanting to do low level content", but in reality people don't help others do content that they're already levels above (even something as easy as getting 4/4 to enter ifrit).
I think the issue is the incentive to do more level capped content. Perhaps more rewards/seals for clearing, or scaled experience points earned in the instance (i.e. a lv30 will receive 600 exp, while a lv42 when scaled will receive 680).
There are a few things why level cap can work and would not work as stated before it breaks up the player base making it harder to get people to do higher level quests because people have to do level cap quests so progression is slower. The idea of level capped quests/story lines make the game harder than it needs to be if the quest is for a level 25 and i am level 50 that should mean the quest should be easy for me since i out level it. syncing again would split up the player base even more since after the boom of new quests and story lines are over with a few months later people who have finished those quests with a lot of sweat blood and tears (im looking at you CoP) wont want to go through that again for a new person cutting off new players way to join in in LS events or just to see what happens in the story because of a needless system.
the problem with level syncing in parties is mid level gear would become useless like in ffxi you could stay in the dunes until level 75 if you really wanted too wearing level 15 gear that cost 3k for the whole set from npc's this would hurt crafters since making mid level gear would just be wasting mats.
The system does have its plus sides it slows down RMT's since they would have to break caps on each char they make meaning a better economy and less NM's being over camped by lightning fast bots(i know right now this isn’t much of a problem but come 2.0 who knows).
Level sync was a welcome system to FFXI making parties were hassle free it made it possible for people who like to party together stay together no matter what level they were or time they had to play.
Well after that wall of text my answer to level caps are No this is a game and all people who play it should be able to advance the way they want how fast they want not being blocked at every turn.
They way i see it is capping in quest and story lines can be good in some situations but mostly hurts the endgame player base and in effect is just time sync to the everyday player and the hardcore players and a game killer to the casual player making it frustrating to break through into end game content.



I love how every single arguments against level caps is instantly solved by the Content Finder this community is so in love with..
Except, y'know, the asinine assumption that if you level cap some thing, naturally everything will be level capped...
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