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  1. #1
    Player
    Mecan's Avatar
    Join Date
    Apr 2012
    Posts
    106
    Character
    Zenny Zimba
    World
    Goblin
    Main Class
    Thaumaturge Lv 70

    [Suggestions] Improvements to Level Progression

    Having played the game since November 2012 in the Alpha Stages and having taken in feedback from several players I encounter each and every day, I decided to make some simple suggestions for the public to comment on. I won't keep this thread long, and I'll let the suggestions speak for themselves.

    *Note: Exact balance of these items is not the point of this thread exactly, it is merely the idea that is more important -- values can be tweaked and adjusted, but merely acknowledging such items should exist is the real heart and soul of this thread.

    Items Which Promote Dungeon Level-Progression
    Pros: Alternative Means of Leveling that is both fun and rewarding.
    Pros: Players can learn to utilize their classes and jobs better.
    Pros: Promotes higher dungeon population.
    Pros: Reduces dependency on FATEs but doesn't nullify FATEs entirely.
    Cons: Fewer players taking part in FATEs.

    Dungeoneer's Choker

    Neck › Necklace UNTRADABLE UNIQUE

    Defense 1 / Magic Defense 1

    Requires: All Classes
    Requires: Lv. 20 / Item Lv. 20

    Str.+1 / Dex.+1 / Vit.+1
    Mnd.+1 / Int.+1 / Pty.+1


    Special Effect: All Dungeon EXP earned from enemies and completion increased by 100%
    Addition Effect: 20% Chance enemies slain will drop Grand Company Seals.

    Item Cost: Purchased from Grand Company Rank 1 for 5000 Seals.

    Non-Convertable


    Grand Dungeoneer's Choker

    Neck › Necklace UNTRADABLE UNIQUE

    Defense 1 / Magic Defense 1

    Requires: All Classes
    Requires: Lv. 30 / Item Lv. 30

    Str.+2 / Dex.+2 / Vit.+2
    Mnd.+2 / Int.+2 / Pty.+2


    Special Effect: All Dungeon EXP earned from enemies and completion increased by 150%
    Addition Effect: 30% Chance enemies slain will drop Grand Company Seals.

    Item Cost: Purchased from Grand Company Rank 2 for 10,000 Seals.

    Non-Convertable


    Imperial Dungeoneer's Choker

    Neck › Necklace UNTRADABLE UNIQUE

    Defense 1 / Magic Defense 1

    Requires: All Classes
    Requires: Lv. 40 / Item Lv. 40

    Str.+3 / Dex.+3 / Vit.+3
    Mnd.+3 / Int.+3 / Pty.+3


    Special Effect: All Dungeon EXP earned from enemies and completion increased by 200%
    Addition Effect: 40% Chance enemies slain will drop Grand Company Seals.

    Item Cost: Purchased from Grand Company Rank 3 for 15,000 Seals.

    Non-Convertable

    Items Which Promote Old Fashioned EXP Parties of 8 Players
    Pros: Alternative Means of Leveling that is both fun and rewarding.
    Pros: Players can learn to utilize their classes and jobs better.
    Pros: Promotes team work and cooperation.
    Pros: Reduces dependency on FATEs but doesn't nullify FATEs entirely.
    Cons: Fewer players taking part in FATEs.
    Cons: There are only a handful of viable locations where this is useful.
    Cons: Many players are already level 50.
    Cons: Can likely promote botters to auto-level in certain areas.

    Commander's Banner

    Other UNTRADABLE UNIQUE

    Deploys a flag on the ground. All party members around the flag are level-synced to the party leader's level.

    Special Effect: EXP earned within the radius of the flag is increased by 100%.
    Special Effect: 20% Chance additional 50% EXP Bonus on a successful Chain.
    Additional Effect: 20% Chance enemies slain will drop Grand Company Seals.

    Radius: 25y
    Duration: 180m


    Item Cost: Purchased from Grand Company Rank 1 for 3,000 Seals.


    General's Banner

    Other UNTRADABLE UNIQUE

    Deploys a flag on the ground. All party members around the flag are level-synced to the party leader's level.

    Special Effect: EXP earned within the radius of the flag is increased by 150%.
    Special Effect: 30% Chance additional 50% EXP Bonus on a successful Chain.
    Additional Effect: 30% Chance enemies slain will drop Grand Company Seals.

    Radius: 25y
    Duration: 180m


    Item Cost: Purchased from Grand Company Rank 2 for 4,000 Seals.


    Emperor's Banner

    Other UNTRADABLE UNIQUE

    Deploys a flag on the ground. All party members around the flag are level-synced to the party leader's level.

    Special Effect: EXP earned within the radius of the flag is increased by 200%.
    Special Effect: 40% Chance additional 50% EXP Bonus on a successful Chain.
    Additional Effect: 40% Chance enemies slain will drop Grand Company Seals.

    Radius: 25y
    Duration: 180m


    Item Cost: Purchased from Grand Company Rank 3 for 5,000 Seals.

    (8)
    Last edited by Mecan; 10-17-2013 at 11:23 PM.

  2. #2
    Player
    Dahui's Avatar
    Join Date
    Mar 2011
    Posts
    4
    Character
    Dahui Mandragoran
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I like this idea a lot. I much prefer dungeon runs to Fates.
    (0)

  3. #3
    Player
    Retrograde's Avatar
    Join Date
    Aug 2013
    Posts
    54
    Character
    Dema Blackwood
    World
    Zalera
    Main Class
    Conjurer Lv 37
    It seems intriguing, but I take issue with the values suggested. I think it should be fairly easy to calculate at level 40 how much more experience per level, and at 30, and at 20, an item level multiplier must be applied to the DC, GDC, IDC. The initial base multiplier will be harder though, because you need to know exp/180mins for FATEs and then exp/180min on dungeons. The calculation for banners should be easier to do than the above because equating exp chains to FATEs uses essentially similar pacing and mechanics.

    Makes little sense to have xx% chance to drop seals, since the seals could be scaled relative to the full chance you get in FATEs.

    I am intrigued by the gameplay aspect, but think it needs more careful balancing.
    (1)

  4. #4
    Player
    Mecan's Avatar
    Join Date
    Apr 2012
    Posts
    106
    Character
    Zenny Zimba
    World
    Goblin
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Retrograde View Post
    I am intrigued by the gameplay aspect, but think it needs more careful balancing.
    I agree. I just proposed some based values to get a general idea. I in no way think these items are perfectly balanced. Actually if anyone has any better values I have no issues editing the first post to reflect those values.
    (0)

  5. #5
    Player
    Mecan's Avatar
    Join Date
    Apr 2012
    Posts
    106
    Character
    Zenny Zimba
    World
    Goblin
    Main Class
    Thaumaturge Lv 70
    Well I'm trying to get some positive buzz for such ideas. Come on guys, don't just use the forums to complain so much!
    (0)

  6. #6
    Player HunkyJimpjorps's Avatar
    Join Date
    Mar 2013
    Posts
    123
    Character
    The Chairman
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Why can't they just, you know, boost EXP without having to give up item slots and company seals?
    (1)

  7. #7
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by HunkyJimpjorps View Post
    Why can't they just, you know, boost EXP without having to give up item slots and company seals?
    This.

    Just a simple boost to XP would be great and would help out everybody.
    (1)

  8. #8
    Player
    Mecan's Avatar
    Join Date
    Apr 2012
    Posts
    106
    Character
    Zenny Zimba
    World
    Goblin
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Estellios View Post
    This.

    Just a simple boost to XP would be great and would help out everybody.
    To give incentive for people to play the game a bit first? Then work to earn an significant bonus. The reason why I wanted to opt for the Seals was to make things a bit more difficult for RMT Spammer and also give some additional longevity and goals for new players to the game. I also feel there isn't enough stuff to invest Seals into just yet -- besides this is familiar to content from Final Fantasy XI. In that game you poured Conquest Points into such items. Quite frankly it worked real well in Final Fantasy XI.
    (0)

  9. #9
    Player
    Xayoc's Avatar
    Join Date
    Aug 2013
    Location
    Hawaii
    Posts
    345
    Character
    Youko Nakajima
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Excellent idea, dev post insight?
    (0)

  10. #10
    Player
    Arkista's Avatar
    Join Date
    Aug 2013
    Posts
    1,572
    Character
    Arkista Valentine
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Very nice work +1 to you sir. This is an issue that needs to get addressed by SE because FATE GRINDING SUCKS! Having to wear a piece of gear to get more EXP in dungeons sounds great and you did a awesome job but..... Dungeon EXP should have already been on PAR with Fate EXP from the start and again this was from very poor planning from the DEV Team. They thought because 1.0 sucked that not a lot of people would play 2.0, So they can't handle this many people in instanced servers because whoever is in charge at the Sales Department didn't do their job and count all the Pre-orders months before release.......
    (1)

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