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  1. #1
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Roaran View Post
    Was mentioned by someone that it is necessary to raise the level cap to prevent the game from becoming stale. Reason being, without a level raise, you would be stuck with the same skills and abilities forever.

    I'd just point out there are other ways of obtaining these skills...

    I would much rather see a system that offered challenging quests with REAL story involved, and at the end of said challenging quest you will have gained a skill and feel as though you have actually accomplished something; as opposed to, "Finally I have killed X monsters for Y Experience so now I feel a little stronger, but nothing is really different."

    Another point against keeping a static level cap is how people will constantly be doing the same content forever. In reality, players who have played for 2+ years or people considered 'veterans' will always be on the newest content, regardless of level. However, the newer players would, in a simple progression system, still have to go through the beggining steps/stages before entering the new content. The biggest problem though is whether there is a sufficient number of new players to get them through this content and into the newer stages without any significant problems, in relation to the first veterans who engaged in these encounters. If you consider the 4 & 8 player party sizes, it is less likely there would ever be such a problem.

    I think, if the world expands, it would be more necessary for a rise in the level caps. Other than that, I don't really see any good reasons.
    i believe in quests, but to be efficient whatever quests would have to require you to be on the class that benefits, and take up the majority of your playing time to be equally entertaining. Because hey i dont want to just get skills on my favorite class and put them back in the back burner.
    (0)

  2. #2
    Player

    Join Date
    Apr 2011
    Location
    Uldah
    Posts
    126
    This is my biggest issue with FFXI only MMO players, you're trying to compare something that shouldn't be compared.

    A level 50 HNM/Dungeon boss should be very challenging for a party of level 50's.
    A level 55 HNM/Dungeon boss should blow away anything that was for level 50's in challenge/loot reward.
    A level 60 HNM/Dungeon boss should be much much tougher than the level 55 boss.

    Each level cap bosses/HNM should be much much harder than before.

    If the players get stronger, the bosses need to get much stronger. I don't want to see a repeat of FFXI @ 75cap where the players got so much more stronger(because of merits) than anything the endgame had to offer outside of PW and AV that everything became a snoozefest. I would go as far to say SE should force you to upgrade your gear from level 50'ish to level 54-55'ish non endgame gear to even stand a chance or you get destroyed in 5 seconds against a lvl 55 boss/HNM.
    (1)
    Last edited by Burn; 06-30-2011 at 02:11 AM.

  3. #3
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Burn View Post
    This is my biggest issue with FFXI only MMO players, you're trying to compare something that shouldn't be compared.

    A level 50 HNM/Dungeon boss should be very challenging for a party of level 50's.
    A level 55 HNM/Dungeon boss should blow away anything that was for level 50's in challenge/loot reward.
    A level 60 HNM/Dungeon boss should be much much tougher than the level 55 boss.

    Each level cap bosses/HNM should be much much harder than before.

    If the players get stronger, the bosses need to get much stronger. I don't want to see a repeat of FFXI @ 75cap where the players got so much more stronger(because of merits) than anything the endgame had to offer outside of PW and AV that everything became a snoozefest. I would go as far to say SE should force you to upgrade your gear from level 50'ish to level 54-55'ish non endgame gear to even stand a chance or you get destroyed in 5 seconds against a lvl 55 boss/HNM.
    Wait, so why is comparing my past MMO experience with my current MMO not a valid comparison?
    (0)

  4. #4
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Lateral expansion of gear is only fun for so long.

    Climbing a mountain can be fun and rewarding. Sitting at the top of it gets really boring after a while.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  5. #5
    Player
    Rubicon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    439
    Character
    Rubicon Vale
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Wasnt XIs cap at 50 at the start? Isnt that what Genkai was for (break cap at 50, 55, 60, 65, & 70)? Sorry, I dont see the problem. I doubt we will see 99 very soon, XI doesnt even have it yet.
    (0)

  6. #6
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Rubicon View Post
    Wasnt XIs cap at 50 at the start? Isnt that what Genkai was for (break cap at 50, 55, 60, 65, & 70)? Sorry, I dont see the problem. I doubt we will see 99 very soon, XI doesnt even have it yet.
    Yes, but it was also raised to 75 early in XI's cycle, and stayed there for a very long time, not raised constantly every 1-2 years.
    (0)

  7. #7
    Player
    odette's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    188
    Character
    Kaoru Okada
    World
    Hyperion
    Main Class
    Rogue Lv 90
    yeah is good new lvl cap for 2 year, in ffxi stuck lvl 75 and it was bad idea
    i prefer new content, new areas, new level cap that same area, with same mobs
    (0)

  8. #8
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    the only reason ffxi endgame wasnt bleh for people who enjoy a certain class was merits, and once that ran out you basically rarely touched that class. merit was basically leveling but slower, fact is once you get rid of chr progression people tend to stop playing that class.
    (0)

  9. #9
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Physic View Post
    the only reason ffxi endgame wasnt bleh for people who enjoy a certain class was merits, and once that ran out you basically rarely touched that class. merit was basically leveling but slower, fact is once you get rid of chr progression people tend to stop playing that class.
    Well it was the whole CoP was what screwed it up. SE put bets in level restrictions to give "equal" content to the entire user base.

    By the time ToAU came along, you had a high percentage of people capped and bored.

    If CoP was thought out better, and smooth the people at the top, then it wouldn't have been a problem. Endgame only got boring because developers couldn't decide if it was better to pamper each group separately, or together(cheap short cut).

    They tried the short cut method with CoP...not very well done.

    In Hindsight, if each expansion had the same flow half content, and half jobs...there wouldn't have been that big of a problem.
    (0)

  10. #10
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Physic View Post
    the only reason ffxi endgame wasnt bleh for people who enjoy a certain class was merits, and once that ran out you basically rarely touched that class. merit was basically leveling but slower, fact is once you get rid of chr progression people tend to stop playing that class.
    But getting gear IS character progression. I guess since XI had gear swaps, I almost always wanted something from some endgame event because it was the best for that slot for a specific task. I had an MP set, a summoning magic skill set, a blood pact timer - set, pet atk/acc set, perpetuation - set... And even without gear swaps, in XIV I'm going to want a few sets for specific situations. If the level cap stays constant for a long time, it allows players more options for things to do at endgame, and a lot more options for gear.

    Like I've said, as long as previous gear/events aren't rendered obsolete by level caps, i'm prefectly fine with them.
    (0)

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