Game was easier to level in 1.0 actually (See Levequests.)
Game was easier to level in 1.0 actually (See Levequests.)
Make that WAR pt's haha.
Anyway, I honestly think the curve is fairly good for increasing difficulty. The first 2-3 dungeons have very minor mechanics, then Brayflox hits you and you have to know to kill adds quickly, avoid frontal cone AoE, break out of gaols, and keep a boss out of it's own AoE. That's just one example.
Also, a lot of mechanics in BC are actually similar to ones you encounter from earlier dungeons. They may hit harder/be less forgiving, plus they have ones that are new, but you can still use what you learned before to progress.
I'm not sure how the devs will handle new progression, as leveling is already pretty easy/fast (still not as easy as FFXI now, or 1.0, but still). Maybe there will be changes to the loot system or something to motivate players to do them.
Also, on the point of "not wanting more lvl50 dungeons", you have to understand that getting all DoW/DoM to 50 can be done quite quickly, but then what? Adding more dungeons for lvl50 progression keeps it fresh for the majority of players. If you go into High Level Roulette right now, not Expert, you can get a lot of different dungeons.
Compared to 1.x we have now a lot of ways to level up a class.
During 1.x you had leves (8 for DoM/DoW and DoL each 36 hours and 8 for DoH each 36 hours), Behest (all 30 minutes) and common Exp party on common open world enemies.
Dunesfolk for Dinner (a very popular Leve during 1.x): https://www.youtube.com/watch?v=pNKuxqV8HRE
What, you think people learn a lot about how to play by doing FATE grinding? It's pretty trivial to get to level 50 without knowing anything. Also, leveling up doesn't teach you how to play. How you play at level 5, 15, 30, 45, etc. has little to do with how you play at level 50. Stuff pre-50 doesn't really prepare you for the mechanics-laden madness of endgame.
Most critically, an intelligent individual will learn how to play correctly even if you give them a max level character right from the get. Less intelligent people won't, no matter how much you handhold them, so I don't even know what your argument is here.
1. Limit the amount of participants on a FATE to 8 players (everyone after the 8th player joined have to wait or to search another FATE)
2. Balance the FATEs around a Full Party
3. Put more dungeon boss mechanics into the FATEs
4. problem solved
Last edited by Felis; 11-22-2014 at 05:43 AM.
:/ That is not what he said at all. He just said that MAYBE you will be able to be Dark Knight right away. Dark Knight will not have a class, but they never said anything about being level 50 right off the bat.
There's no way it'd start at 50. Don't kid yourselves.
This. This right here is what I think while reading this thread.-snip-
EDIT:
Just wanted to add, again, that this game is still in its infancy. The devs have not finished adding in the core systems they wanted for this game yet but it was in a state worth releasing and enhancing. Patience, i fear, is a virtue not many people on these forums have. No patience to wait for content to be developed, no patience to put in the time to level a second job (they want it "handed" to them), and no patience to let the devs do their work. I've been here since 1.0 beta, I have seen the changes they have made throughout this whole process. I have confidence that they are planning some really awesome stuff for us and they do consider feedback. But considering feedback does not mean they will bow to the whims of everyone with a complaint, if they did that nothing would ever get finished and it would be a very muddy and complicated mess.
By playing the class with all their 20+ skills at endgame, and to fail, to learn, until you get it right, is more productive than to try to master 3 skills..
And like everyone that unlocked all jobs to the cap, doing the same stuff over and over, I might be tempted to click that button if it was offered.
I don't know about it being way too easy. There are green sprouts in our FC that always seem to get lost, lose track of what they need to do etc, do the wrong alt class to 15 etc. etc. And then run into issue with tanks and healer failing at Haukke Manor at 28 or Brayflox at 32. It is straightforward for those that know, but it is still a curve for many others. You much rather the game be accessible than a vertical wall right from the get-go and scare away all the players.
So what choices have you got?
- Easy at the start, easy at end. This I think people will get done and move on and is not what the vast majority of players want, even if some cry about atma/novus/nexus farming.
- Hard at the start, hard at the end. Well this is just too hard for people. This is a non starter, SE does not want a game that formidable that they can not make money.
- Hard at the start, easy at the end. I don't know how many people want this kind of nonsense. But sure seems like people who got stuff on farm likes it this way and want to keep things inaccessible to everyone else and cries every time adjustments are made like SCoB getting their recent tweaks.
So what do you have left:
- Easier at the start, and harder at the end. Which is what we have now.
Last edited by NyarukoW; 11-22-2014 at 07:32 AM.
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