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  1. #31
    Player

    Join Date
    Sep 2011
    Posts
    327
    Quote Originally Posted by Seif View Post
    Forgive me if this is a dumb questions but why do we need these caps to begin with in a sub based game?

    I get that all the free to play games use these waiting-things to monetize normal progress but why does ARR have them?
    Sorry if this is obvious to everyone but me =(
    I guess Square-Enix wants people to be "busy". With no cap, a lot of "hardcore" players will burn all the content in less than one week and bam, "we'll see you again on next patch". That means "no more subscriptions". With a Cap, you have to play all weeks to be well-geared. Also, casual-players won't be left behind
    (0)

  2. #32
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Seif View Post
    Forgive me if this is a dumb questions but why do we need these caps to begin with in a sub based game?

    I get that all the free to play games use these waiting-things to monetize normal progress but why does ARR have them?
    Sorry if this is obvious to everyone but me =(
    Caps are a pacing mechanism. You may have a job and other things you do when not playing the game, but there's also people who only go to school or simply don't work and play FFXIV all day. The people that play all day would get everything done content-wise is a small span of time, meaning they could unsub and come back the next patch. It also prevents massive gaps in power between the people who play all day and those who have other things they do aside from FFXIV.

    Considering the choice is between caps (daily, weekly) and stupid Skinner Box drop rates, I say we got the better end of the deal.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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