Capped because I want to do something thats - you know -- hard in the game.
Capped because I want to do something thats - you know -- hard in the game.
I agree, everything in this game Aside from certain NMs is on Easy mode"
Like you said I want something that's Challenging and Thrilling, that in the end of the Dungeon I can feel I "actually" Accomplished something.



leave them uncapped.
What should dissuade higher lvl players from burning through the lower level dungeons is that the rewards are for a lower level.
No point in wasting your time with a lvl 25 dungeon when the best stuff you get is for lvl 25 class.


Give us Capped dungeons and higher ranks will QQ because they can't do that.
Give us Uncapped dungeons and higher ranks will QQ for the awful easiness.
I suggest, leave it Uncapped. I prefer that everybody does the dungeon even if a player has only high-ranked classes. Who is too high and knows it, it can't do anything but do the dungeon or roll another character.




Sorry, Renshi, I'm not sure if you're thinking of Aion-style capping (meaning that once you hit a certain level you're locked out forever)? I can't remember if Fire Temple or the high level instances were set up like this, but Nochsana Training Camp wasn't accessible until level 25, and locked you out at level 30. So you had a precious 5-level window if you wanted to be able to run that instance on your character. And there were some good drops. When the game first hit NA, and the hardcores started level-racing and didn't bother to find out this instance even existed, and then found out they were locked out for good, there was rage. I don't think anyone is suggesting that, and I certainly don't agree with that style of cap.
What is being suggested is a sort of level sync, a player level scaling. So, if you're level 50, you'll enter with the stats and abilities of (let's say) a level 30.
In FFXI, the nickname was 'level capped'.
Anyway, I think capping/level-sync would be a good idea. Normally I don't mind the idea of escorting lowbies through dungeons on high-level characters, but since this is a multi-class game, I think there would be a whole bunch of self-roflpwning for loot to use on your lower level classes.
I kind of wish other games did things like that. It's sad to run old school WoW raids like BWL and not even cycle through Nefarian's class attacks. Taking down old epic bosses like that in 5 seconds makes me sad.
Last edited by Rowyne; 06-22-2011 at 08:51 AM.
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung

Perfect example of what a real level cap is. Good post. Level sync is something completely different.Sorry, Renshi, I'm not sure if you're thinking of Aion-style capping (meaning that once you hit a certain level you're locked out forever)? I can't remember if Fire Temple or the high level instances were set up like this, but Nochsana Training Camp wasn't accessible until level 25, and locked you out at level 30. So you had a precious 5-level window if you wanted to be able to run that instance on your character. And there were some good drops. When the game first hit NA, and the hardcores started level-racing and didn't bother to find out this instance even existed, and then found out they were locked out for good, there was rage. I don't think anyone is suggesting that, and I certainly don't agree with that style of cap.
What is being suggested is a sort of level sync, a player level scaling. So, if you're level 50, you'll enter with the stats and abilities of (let's say) a level 30.
In FFXI, the nickname was 'level capped'.
No-one can really want this kind of level cap where you can only get in if you're between certain ranks.
Là á Bhlàir's math na Càirdean.
(Friends are good in the day of battle)
yes Rowyne explained it well, yet in FF terminology a cap is syncing you to the cap max level if you are higher, it doesn't prevent you from going in. You need to understand/research things if you are unsure of the terms if you want to give your opinion. Level-sync might suit it but in FF terms, level-sync means that everyone downlevel to the level the players are syncing to, so this would not work since you'd be require to always have a level 25-30 to keep the challenge issue.
Level cap is the right word for it, just do your homework and not base yourself on other games when the player base from FFXIV mostly get their terminology from FFXI.



Yep. In FFXI terms, "level cap" is the correct word for describing the scenario in which a player is temporarily deleveled to a pre-determined level for the duration of a particular quest or instance.
http://wiki.ffxiclopedia.org/wiki/Level_Cap_Guide
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread


Ah, if that's so, then it's you guys' fault by using words with multiple undermeanings =DSorry, Renshi, I'm not sure if you're thinking of Aion-style capping (meaning that once you hit a certain level you're locked out forever)? I can't remember if Fire Temple or the high level instances were set up like this, but Nochsana Training Camp wasn't accessible until level 25, and locked you out at level 30. So you had a precious 5-level window if you wanted to be able to run that instance on your character. And there were some good drops. When the game first hit NA, and the hardcores started level-racing and didn't bother to find out this instance even existed, and then found out they were locked out for good, there was rage. I don't think anyone is suggesting that, and I certainly don't agree with that style of cap.
What is being suggested is a sort of level sync, a player level scaling. So, if you're level 50, you'll enter with the stats and abilities of (let's say) a level 30.
In FFXI, the nickname was 'level capped'.
I just responded to "Do you want Instanced Dungeons to Impose a CAP (Meaning a restriction in level that would cause you to run a dungeon as a r30 rather than a r50) on players entering?" understanding that you would do the dungeon at R30 without the possibility to join with your R50 class.
If that's so, then let it come, since there's no negative side about it, other than XP earnings which will be lower. I have to say that I don't know how it worked on XI since I didn't play it enough. It's a good concept and I'd like to see it.
Anyway, the main point is: I think that everybody has the rights to do and enjoy every dungeon discovering its secrets and stories, and if they are too high and there's no cap control they have to understand that it's not boring or a piece of cake, because they are too high-leveled.
I liked how you put up Aion as an example. That game was nuts to level 40! Then it got me annoyed because it was too PvP oriented.
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