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  1. #1
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100

    Stop Raising Item Level and build foundation with Horizontal Progression first

    We are not even at the first expansion yet and we've already seen the first three extreme primals as well as the first floor of crystal tower completely invalidated. People only care about the item level because the artificial inflation of it means we need to get higher item levels to play the new content. Since it is so time consuming to acquire, old content is utterly abandoned, thus pidgeonholing players into specific set of activities instead of building a diverse set of options.

    The only problem with FFXI's rate of progression was that it was painfully slow, which doesn't need to be carried over nowadays because MMORPG developers have gotten a lot faster at being able to put out content. Please consider making the next few patches of content (past 2.4) the same item level, but perhaps use different kinds of mechanics for preventing players from bowling through them (like atunement quests).
    (38)

  2. #2
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Please explain this 'horizontal' progression as I'd love to see what you imagine it would be like. Too many asking for 'horizontal' progression but don't specify what it should consist of.
    (11)

  3. #3
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Fendred View Post
    We are not even at the first expansion yet and we've already seen the first three extreme primals as well as the first floor of crystal tower completely invalidated. People only care about the item level because the artificial inflation of it means we need to get higher item levels to play the new content. Since it is so time consuming to acquire, old content is utterly abandoned, thus pidgeonholing players into specific set of activities instead of building a diverse set of options.

    The only problem with FFXI's rate of progression was that it was painfully slow, which doesn't need to be carried over nowadays because MMORPG developers have gotten a lot faster at being able to put out content. Please consider making the next few patches of content (past 2.4) the same item level, but perhaps use different kinds of mechanics for preventing players from bowling through them (like atunement quests).


    Mhmm, instead of just incrementing ilvl, make itemization more complex and interesting. The stats really don't mean anything right now, it's just the big ilvl number that is important. Give bonus stats and buff individual abilities, and spread items across different dungeons, mobs, etc. Right now it's: Go to coil for ilvl 110, Go to Syrcus for ilvl 100. Why not have players go to different dungeons to mix and match to create a set that are best for certain fights and ok for others. Instead of a generic BiS, have optimal items for different fights.

    Also, start putting materia slot into dungeon items. You already have a way to expand itemization farther, yet only use it on DoL/DoH classes and crafted gear?
    (12)
    Last edited by Magis; 07-25-2014 at 12:07 AM.

  4. #4
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Magis View Post
    The stats really don't mean anything right now, it's just the big ilvl number that is important.
    Mostly true.

    But there is one stat that does matter: Accuracy. If you haven't made sure you have enough accuracy, that big ilvl won't mean much when you start whiffing.
    (5)

  5. #5
    Player
    odintius's Avatar
    Join Date
    Mar 2011
    Posts
    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    I would sugguest an actual useful materia system be added to end game gear and not the lame str/dex etc bs but materia that affect current job skills/traits what we got know is a joke and that just sad. Shoot even add relic materia something this vertical progression is getting pretty stale imo fast.
    (3)

  6. #6
    Player
    chrillix's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    215
    Character
    Chrillix Khross
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Couldn't agree more. I don' think I've seen content go obsolete as fast as I have in FFXIV in any other game I've played. The other problem is "new content" being useless at release. We seriously don't need any more level 50 dungeons with i70-i80 gear. ST should have been released before SCOB, or at least at the same time.
    (10)

  7. #7
    Player Akiza's Avatar
    Join Date
    Oct 2013
    Posts
    1,377
    Character
    Rhel Eryut
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I do not want horizontal progression because in the end that changes nothing because it is all about the quantity of progression. I would rather have Square do interesting progression like being able to evolve and change the effects, appearance and animation of our spells which represents the quality of progression. They can even add an ability tree for each of our abilities that we can augment.
    (1)

  8. #8
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i begin to think that the horizontal progression can be a good idea actually. the vertical progression is nice and all, but it suffer a big trouble, the fact that older content are simply destroyed by this.
    (5)

  9. #9
    Player
    Lyrinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,524
    Character
    M'kael Jin
    World
    Tonberry
    Main Class
    Conjurer Lv 3
    Quote Originally Posted by Magis View Post
    Why not have players go to different dungeons to mix and match to create a set that are best for certain fights and ok for others. Instead of a generic BiS, have optimal items for different fights.
    I want to start off by saying that I'm 100% in favour of having more choices/horizontal progression but I also want to point out there is a host of problems that come with it as well. No system is perfect. As you pointed out, itemization would need a massive overhaul. If I remember correctly, one of the Live Letters said that would not be explored until expansion.

    Second, lockouts. If you have a separate "BiS" for different fights, you can potentially lock people out of those fights if they don't have said BiS. If they can clear it without BiS, then what is the point of farming up a separate set? That needs to be addressed.

    Finally (since it's the most trivial), space. Those of us who play multiple classes and/or have all crafts/gathers maxed are already tight on armoury space. Carrying around multiple sets for just one class is simply unfeasible unless they give us more space to work with, and given their excuse of server stress, that likely won't happen - for free anyways.
    (4)

  10. #10
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by silentwindfr View Post
    i begin to think that the horizontal progression can be a good idea actually. the vertical progression is nice and all, but it suffer a big trouble, the fact that older content are simply destroyed by this.
    Great now tell us what this horizontal progression is. It just seems to be a buzz word people like to spew these days.
    (7)

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