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
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
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.
If you think FFXIV becoming grand is an illusion, why are you here?
trolling perhaps~
Oh, and everyone can now see that you haven't attempted to play yet. that or your trying to be funny.
Last edited by Reika; 06-30-2011 at 04:10 AM.
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.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.
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.
umm...are we talking about FF14, or are we talking about a fictional parallel world were FF14 wasn't released yet?
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.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.
Like I've said, as long as previous gear/events aren't rendered obsolete by level caps, i'm prefectly fine with them.
Whether or not they'll be able to raise the cap regularly completely depends on how they rebalance the Classes and implement the new Jobs.
The primary reason that the cap was not raised in FFXI was due to the unforeseen consequences of the Subjob System combined with bottom-loading the abilities of the Advanced Jobs ... particularly RDM. FFXI, at the time, simply couldn't produce content that would be able to withstand a DRK, PLD, BLM, WHM, or SMN with Refresh and Convert. Spellcasters would have dominated the game forever, and non-spellcasters would have become LOL.
I don't foresee that happening with the Armory System, but one never knows.
If they increase every 5 ranks, always something new to do, but its really how they implement the new content, and modify the existing content every time there is a cap increase. 6 months is a good time period, this keeps new content always coming in, and making sure the existing content takes at least 6 months to complete would make the game even better. A Player should never CAP everything out, there should always be something to strive for. Character progression is the reason most players play MMO's. Keep those new things coming, and players wont get bored.
- Forced Rank Caps for Existing Dungeons is important - Example: R30 Dungeons level synced to Rank 30 if you enter them
- New Dungeons (minimum 2-3) with new and exciting content and strategies
- Existing Dungeons drops/mobs modified/changed to keep old players wanting to re-do these dungeons every expansion.
- Make existing GOOD drops upgradable, enforcing that players will go back to those dungeons to get those drops to upgrade their weapons/armor. Make both the old and new dungeons play a part in that upgrade, and even possibly make some of those materials to upgrade "unique" so DOH cant just craft 100 of them at a time, and make them a fairly hard drop to get at the same time. This keeps existing weapons/armor still required, and doesn't just kill them off.
- Make new maps/areas to explore and new mobs to grind on to get those new skills and hone your new abilities before you go into those new dungeons
- Make earlier ranks easier to obtain to help catch up to the main group on new characters - Example: Add/Increase the bonuses for higher ranks, rank 1-24 now gets a leveling bonus to help get to the content to do, increase that 5 ranks every expansion, so 1-29 would have a bonus once we goto 55, then 1-34 once we goto 60. This helps new players/accounts/jobs get to higher ranked content.
Horizontal Progression = Short Term Game Killer
Vertical Progression done smart = Lifelong Ever Expanding Game (Do not stop at 100, keep going, keep creating, keep challenging)
I just looked to the left at a newly implemented forum feature is all....
Anywho, I don't believe thinking FFXIV can become great is any kind of illusion. If you're so sure it is going to fail and never produce for the players, just don't bother with it and spend your time with currently successful MMO's. Its like you're working for a rival company hoping the game fails or something.
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