What are Guildleves? I mean, I've done hundreds of them but what exactly are they?
As near as I can tell, Guildleves are basically another iteration of Assaults (FFXI: ToAU) or Campaign Ops (FFXI: WotG), but without the obvious narrative or structural framework of their predecessors. I know that mentioning FFXI on these boards is a bannable offense, but please just bear with me as I try to understand this.As this concept developed, it went from well-defined (Assaults) to less-defined (Campaign Ops) to random daily quest generator (Guildleves). Assaults were tied to the core experience of FFXI: ToAU and later events such as Nyzul Isle Investigations and Salvage were bound to it. Campaign Ops had no bearing on FFXI: WotG and were just a side activity. Guildleves seem to be there just as something to do.
- Assault - assignments provided by the Empire to registered mercenaries. As mercenaries rose in rank, they were trusted with more dangerous and more sensitive missions. Mercenaries are only eligible to rank up by completing these assignments. Assaults were non-random.
- Campaign Ops - assignments provided by the allied nations to volunteer soldiers. As soldiers rose in rank, they were trusted with higher level assignments. Soldiers ranked up by time spent doing campaign battle (an unrelated activity). Campaign Ops were non-random.
- Guildleves - assignments brokered by the Adventurer's Guild. Anyone can sign up for any assignment without qualification except for being within a certain level range. Guildleves are randomized in the following parameters: availability, goals & difficulty (for local leves), reward.
So that is how I see it. Maybe I missed something, but from my time in the game I haven't seen anything that ties guildleves to the world, to the lore, to the story in part or in whole. I haven't found any reason to do guildleves except for their immediate reward: there's no progression, no storylines, no benefits to having completed all guildleves. (Not counting those faction leves with a tiered structure to unlock NMs, though that is at least a step in the right direction.)
Unless I'm missing something, and I'm not the type to skip cutscenes or spam enter through dialogue, here's what doesn't make sense about guildleves:I don't see anything in the .plan about guildleves except adding more of them. I kinda hope that by the time this game is out of beta, the following changes are made:
- Weak connection to lore: the individual leves seem to exist just arbitrarily without connection to each other. If a guy needs me to supply parts for his ship, then weapons for his ship, then armor for his ship, why doesn't he ever sail? Or remember that I've made him stuff like fifty times now?
- NPCs have no sense of importance: "kill some rabbits" and "assist in the capture of a dangerous fugitive in a sting we've been preparing for months" are equally important and can be trusted to just anyone who shows up?
- No progression: adventurers don't build reputation, so any leve is available to anyone regardless of skill or experience.
- No need for progression: I'll just kill the same 6 goats every day because you keep paying for it.
- Weak connection with lore: the existence of the guildleve system is not adequately explained or justified.
I'm sure I must be missing something, because S-E has done this kind of thing in the past (Assaults in FFXI, missions in FFTA/2) and made it wonderfully coherent and cohesive. Since 90% of FFXIV is guildleves, I'd really like to see more attention paid to them.
- Guildleves are given an existential purpose.
- Adventurers progress in the Adventurers' Guild as they complete guildleves and build a reputation.
- New and existing leves are tiered by reputation and reliability, such that the more important ones can only be taken by adventurers who have established reputations through completing lower level leves.
- Guildleves are given storylines and continuity; ie, if I supply a merchant ship then next time they might say "Thanks to those fine sails we made record time and have a new trade route, so now we need you to make X" or even the leve asking for you by name.
- More diversity than just kill quests. Or at least throw in some revenge kill-quests, like "After you killed X for us, his clanners kidnapped some merchants and asked for you by name."
- Consequences in the world. If a DoL does a bunch of survey leves, shouldn't the guild shop's variety change a little? If I kill a bunch of bandits for a leve, then make the bandits roaming around in the wild stick closer to camp for a while.