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  1. #1
    Player
    Zaptruder's Avatar
    Join Date
    Sep 2013
    Posts
    29
    Character
    Pepper Liquorice
    World
    Masamune
    Main Class
    Gladiator Lv 50

    Suggestions for improving end game experience.

    I've been at end game for a few weeks now. It's not bad, but it's certainly not nearly as polished an experience as the initial story leveling experience was.

    1. Dungeon packs should drop 1 tome. Adjust final boss tomes for balance.

    2. Should be able to bank Lvl 50 XP and use it for various things.
    i. Gain rested XP for subjobs - 20-25xp bonus XP for 100 XP earnt @ 50.
    ii. Small extra stat gain - like FFXI
    iii. Use it to 'level equipment'. Like spiritbonding, except better - 1-2 point stat changes possible.

    3. Low level dungeons should get end-game versions. Gear dropped can be recolours. Infantry/Battle Mage gear @ 50 = <3

    4. Dungeons should reward based on supply and demand. i.e. The more players running a dungeon at once, the less it pays out. The less players running a dungeon, the more it pays out. DF tells you ahead of time how many tomes you get.

    5. Extra jobs @ 50 should increase myth tome cap by 20-30 per job.
    (0)

  2. #2
    Player
    ufufu's Avatar
    Join Date
    Aug 2013
    Posts
    288
    Character
    Maki Maki'
    World
    Faerie
    Main Class
    Weaver Lv 90
    They're already increasing ways to earn tomes and adding "hard versions" of dungeons which, I would assume, will drop some types of new gear, in 2.1.
    (0)

  3. #3
    Player
    blowfin's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Blowfin Jr
    World
    Tonberry
    Main Class
    Archer Lv 50
    1. Neither here nor there after the changes in the last update
    2. The level of your highest job already has an EXP bonus on the EXP you get for classes below it. Also, i'm I assuming SE will add a merit-like system (FFXI) down the track. At the moment though, they want you to go and level other things.
    3. Covered by the Extreme mode dungeons coming in 2.1
    4. No, that's a terrible idea. Sorry. There aren't enough dungeons dropping myth tomes to make this viable.
    5. Not a bad concept at all.
    (0)

  4. #4
    Player
    Zaptruder's Avatar
    Join Date
    Sep 2013
    Posts
    29
    Character
    Pepper Liquorice
    World
    Masamune
    Main Class
    Gladiator Lv 50
    @4 - it's more a dynamic system of balancing dungeons for speed running and other unforseeable not as designed variables.

    The reasoning is that, players will seek the path of least resistance. If they find a way of exploiting that catches on, everyone will start doing it until the amount of reward that it gives decreases to the point where other dungeons are now worth doing again. 1 is similar in the regard.

    And I say that because quite clearly, Square would *prefer* that players run it as intended... but players been players will always find the path of least resistance. Well, if they want players to run as intended, then they need to provide the proper incentives for this.

    The current situation is: players will find exploit and that becomes the norm, unexploited dungeons no longer worth while doing, while players that play 'as intended' are shouted down by exploiting players. See Dark Devices.

    A good design team should recognize human nature and design around it.
    (0)