Actually, there is a way around this: If the PL leaves the party, then the mob is still considered claimed by the party, the PL can then kill the mob, and the party will get the XP, PL rejoins the party, wash, rinse, repeat. You still get high xp, though not at high a rate than you used to due to the constant joining/leaving.Um, I'm really not sure how valid this thread is anymore. For those of us that have played the game after 1.19a, you will notice that people who are 10+ levels below the highest level in the party get ZERO experience points from the mob. I only noticed this when someone switched to a level 50 char during a stronghold party and I suddenly stopped gaining xp (I was 39). In addition, the only method left for powerleveling is similar to the ffxi version, though definitely easier. Higher level players can help a party out by healing or doing damage after a mob has been claimed (not just linked, claimed) so this really isn't as much of an issue as before. The other deal is that yes, equipment up to r20 is sold by vendors, and since upper level gear is nerfed on lower level characters, players will appropriate rank gear below 20, R20 till R30, and then usually dungeon gear after that(since they are easier to get now), or the company gear (which is 25+).
Thus
Powerleveling (harder to do, definently no way for people to simply sit and gain xp, not possible anymore.)
Gear Demand
1-20: Gear from vendor (levels go too quick to continually change gear).
20-30: R20 gear from vendor (equipment still doesn't matter all that much).
25+ or 30+ :unique equipment (better than any equipment until about R45)
40+ : buy gear
Thus the only gear in demand is 40+, all gear below that was used up by people buying gear to turn into materia.
Let people who want to Pl'er be it Pl'er, when my cousin plays I may have to do him, but only after he gains knowledge and, gets used to the game it's mechanics including/battle class mechanics. Do not whine, this is not going the way of WoW, you people realize there will be lowbie gear to sell in future patches right?
It has nothing to do with pl..
Last edited by Etienn; 10-31-2011 at 12:22 PM.
I agree Aklarin, except for a couple things:
I'm in my mid 20's on GLA, and upgrading equipment made a huge difference. As a crafter, i switched from a weathered needle to a copper needle, and suddenly synths that I was having difficulty with became a breeze. Equipment DOES matter, even at low levels.equipment still doesn't matter all that much
Materia. Materia materia materia. If you can't obtain the unique equipment right away, melding materia to your gear works just as well.unique equipment (better than any equipment until about R45)
There IS demand for low-mid level gear. I restarted a character just for 1.19, and what I make is selling like hotcakes. I still don't have a craft passed 25 yet.
And again, about PLing. I'm ok with it so long as it's not abusive. I don't agree with the current exp rates, but such is the game as it is right now. I don't see the negative affects on crafting/demand that many people (myself included) had feared. Not yet anyway.
I imagine it sells because it menaces with spikes of turtleshell, and there's an engraved image of a lalafell and Ifrit. The lalafell is striking a menacing pose; Ifrit is cowering.
I don't see the pride in taking 2 hours of killing mobs to get from 25 to 26, to be honest it seems rather stupid to be proud of that. Another thing is you don't learn to play your jobs by soloing or partying, you can't just go and do raids cause you manually leveled to 50 with no higher level assistance, you still have to learn the ins and outs of whatever raid you are doing. I do agree it is kinda lame to just go from 1-50 in three days but hey, better to have that job at 50 then to not have it.
Overall I just don't understand the mindset of "power level is evil", all I see is a shortcut to the fun stuff.
Powerleveling cannot be good. The best it can possibly be is a band-aid fix over something worse.
If being able to sit AFK while a high level friend runs back and forth killing mobs for fifteen hours is better than playing the pre-endgame game, then the pre-endgame game needs to suck less.
Personally, I don't mind the pre-endgame game, and I know I'm not alone. It could stand to be a bit shorter (specifically in the 15-30 range), but the solution to that is to tweak EXP gain rate, not to encourage low level players to sit AFK or watch someone else nuke things dead instead of playing the game.
Last edited by Misteyes; 10-31-2011 at 01:03 PM.
Just going to quote these because... well.
If the parts of the game you'd be experiencing on your way to level 50 are not fun, then something is very, very wrong.
Now, me? I enjoy the progression aspect and have little to no interest in endgame. I take play slow, I level with friends or just hang out with them.. but I cannot understand how people can possibly justify the 'rush through levelling to get the fun stuff' mindset.
Powerlevelling, I do not disagree with, but in my opinion? It should be a conscious choice to miss out on the fun in what should be the vast majority of the game to get to a particular aspect faster, not because everything mid-game isn't fun. Now, maybe it's not fun for you, and that's fine, but there is very little more poisonous than when this mindset infects the developers and they start building their content with 'The game starts at cap' in mind.
There always, always needs just as much to be implemented for pre-endgame as there is for endgame. Because you know what a game is that only has endgame players? It's a game that's either has no new players and is desperately trying to retain those it still has, or whose ongoing development is ignoring new players, and either way it'll soon be dead in the water.
That aside, it's not EVE's classless Skill Point system, with its ability to involve new players in most any aspect of the game inside a few weeks (to a degree) and simply flesh out from there, but Final Fantasy XIV's Armoury System still has the advantage of enabling players to experience varied-challenge content because they can become low level again (I believe that was also an advantage of XI's level syncing? I've never really played it). Anyway, one way or another that's certainly one reason why there should be just as much expansion at all tiers of progression throughout the game's ongoing development.
So.. well, yeah. That's my angle; PL shouldn't be closely restricted but people that use it ought be really missing out, significantly more than those who don't, and that's achieved fairly easily by adding just as much content for all progression tiers rather than focusing on adding 'end-game' stuff. Meanwhile any harm that outlook could do should be mitigated by the advantages of the Armoury System and/or something like Level Sync should such a system be added at some point in the future.
Last edited by Fensfield; 10-31-2011 at 10:15 PM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275
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