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Last edited by YuriRamona; 11-21-2013 at 03:42 AM. Reason: wrong thread
I totally agree, the myth cap should be Accumulating personal allotment instead of the weekly limit reset, a weekly reset is stupid, guess what I don’t enjoy getting 300 myth. Some weeks I just feel like I want to gather or level and I'm not in the mood to get 300 myth.
By making it a Accumulating limit instead of the weekly limit reset, both player A and B are happy, A gets 450 instead of 300 and B can play the game how there want, without being forced to get myth each week and if limit is increase to please player A again, player B is still happy because it an Accumulating limit.
Just by adding more way to get myth does not fix the problem your still forcing us to get myth each week.
This really needs to be fixed for 2.1, especially now the limit going to be around 450 each week.
I love how you get direct feed back from the producer himself ^_^ usually that doesn't happen. as for the new additions in the new patch i love all of them.
and i usually get too excited and feel pretty happy about something then when its here i realize that i miss understood and it wasn't what i thought and tears start to go dowwn ;_; so.... please tell me i understood this part right!!
so so you saying that i get to furnish my own house now!? like decorate it and choose the chairs the bed the curtains and everything!? and maybe maybe i can invite my friends in to see it?! please please tell me i got this right >.<
i love decorating!

I'm player C: I don't mind the cap but get frustrated being able to do endgame (the ONLY endgame we have is Coil once a week) only on one job and then sit for the rest of the week waiting for next -chance- to get my character stronger. Player C wants either Mythology caps PER JOB or be able to play Coil at least once a week PER JOB.Producer and director Yoshi-P here.
Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.
[...]
Raising the Tomestone Cap in 2.1As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.
A. Players who dislike the limit:-> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”B. Players who feel obligated to hit the cap-> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.”If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.
[...]
With your split of us into A and B you either missed the point of Armoury system being useless or ignored the problem.
At this point players would fare better without Armoury system at all and instead leveling each job separately on alt characters and earning Mythology points and Coil drops on each character/job we like to play. But you'd have to scrap us having to re-do the 241 main story quests, because having to do it more than once is brain-dead dumb.
So, what do you have in store for me, a player that wants to play end game on more than one job, due to having fun playing different jobs or group needing that BRD/BLM/whatever for battle mechanics?
Being a casual player, I think the new content will be very welcome, despite still many unreleased quests for me at the moment of the game. But the more the merrier. Congratulations to devteam.


Surely a better way to solve this is to have your weekly allowance carry over. For example if I get 300 of my 450 this week I can get up to 600 next week or whenever. It's not unbalanced as you're still getting 900 from two weeks like anyone else, but it allows more flexibility for people who go on holiday for a couple of weeks or simply can't play through enough content for 450 for that week. This allows people who fall behind a way to catch up without disadvantaging anyone.B. Players who feel obligated to hit the cap[/B]-> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.”If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
Or perhaps there won't be exp, they give you gil or Seals from the Primal Search in the Strongholds. ( Unless this is a hint that they are upping the level cap :P)
Yoshi, how about providing Mytho cap per class? I think 300 was all ok but many people would like to spend their time on several classes. This can still be done by creating multiple characters but what is the reason for armory? I think ther is no sense in forcing people into creating multiple toons...
Yes please, would be nice to have a cap per job!Yoshi, how about providing Mytho cap per class? I think 300 was all ok but many people would like to spend their time on several classes. This can still be done by creating multiple characters but what is the reason for armory? I think ther is no sense in forcing people into creating multiple toons...
Let's vouch for this peeps!!
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