This ain't FPS or F2P game.
rested exp and deal with it.
This ain't FPS or F2P game.
rested exp and deal with it.
It only takes a few days of casual/light play without a PL to get a DoW/DoM job to 50.
It also only takes a day or two to get a DoH job to 50 (if you have some planning, gil, and rested/seals bonus).
There really is not a need for more XP.
There is one giant impact of having more XP however... items will be spiritbonded quicker, resulting in materia floods on the weekends. Not sure this is a good thing for the economy.
But if they removed the impact of XP on Spiritbonding, then the only 'real' benefit is that a few people who want to level a job they have no interest in will be able to do it a few hours quicker. Not sure that is sufficient reason to introduce this mechanic.
Put another way: The benefit of Double XP is so small, it may not be worth implementing.
(Also, if someone is having trouble levelling their job with the XP rate as it is, they might want to seek out suggestions/help/advice on how to better approach this world. If the problem is they do not want to actually 'play' and just want to get 50, then perhaps they can seek out PLers or other 'people' who hang out near Cedarwood and see if they can help >.>).



These latest topics that I'm seeing on the forum just makes me want to cry. Everything must go fast, take no time and take no effort.
First came a topic to make "To kill a Raven" fight, easier because someone thought it was too hard for a storymode fight.
Then came a topic to mostly get rid of long cutscenes. For all kinds of odd reasons to me.
Now I see a topic about getting Double exp/seals/drops rewards. In a game where earning seals doesn't take that long. And you're basically handed tons of exp bonus items, rested bonus, food, chain/link bonus. The exp is practically double slapped against your face.
The only place the drop rate is kinda annoying is at end-game which in my opinion is somewhat understandeable. Although might need a few tweaks here and there for improvement.
On a final note I'd like to remind people that this is an MMORPG. A game that thrives on how long it can keep people occupied and drawn into the game. It's how S-E is making money and what usually the gamer is looking for in such a game. Although lately I wonder if that still is the case with all the easy-mode requests. Admittedly the current version of FFXIV lacks the proper gameflow and content to naturally keep us drawn in. Thus they were mostly forced to do this through low end-game drop rates and hard difficulty battles and the likes.
Last edited by Vydos; 08-21-2012 at 04:47 PM.
My gallery of regulart art and random drawings: http://www.dropbox.com/gallery/10502152/1/New%20sketchbook?h=7762c3
I think people want:
Big red button... press it.. big message with explosions: YOU WIN! YOU UBER SUPER!
Or.... people confuse MMORPG with single-stand-alone games.....
Imagine if they had to do LARP..... (there, I said it >.>)
i 2nd the double GC seal week end!even if we think for a moment about CoD. It would be more likely for someone to pick up the controller and level a bit during a double-exp weekend would it not? How would the same principle not apply for an MMO? it doesnt exactly hurt the game at all does it.
Also note in my OP I gave other ideas, Double GC seals weekend? Spritbond gain increase? Drop Rates temporarily increased?


When they were doing dream parts you logged in daily for your parts.
Log in daily for a week to get a batch of double exper ..
Muffins!!!
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lulz. we're all so lazy.

SE shouldn't have to resort to F2P games method of Double EXP periods to attract more gamers.
Come up with a better idea.
Yea, sorry going to have to disagree with a double xp weekend concept. Especially since experience is WAY to easy to obtain!! Literally took me only 24 days to get a Paragons crown. Crafts however are pretty decently balanced with xp gains. I believe 2.0 will be changing the rate in which you gain experience, so guess we will just have to see if it would be make since then, but right now, it's way to easy.
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