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  1. #1
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100

    Reset Item Levels in 4.0?

    I was hoping that in 4.0, with level raises and a new expansion, there might be a dive into the item levels and gear sets we have at this time. At the moment our level cap is 60 and our ilvl is 4 times that. This has become rather silly and to me is taking away the importance of both levels and the items we obtain.

    I'd suggest lowering that ilvl with redoing the gear we have (time consuming, but not THAT time consuming, considering the new budget), so that we may obtain level 70 gear that is actually ilvl 70 or close to it.

    Quite honestly I'd like to look into a whole new system (horizontal progression) so this doesnt repeat itself after 4.0...but thats another subject or at least a compromise I'd make just for the original request. Is there anyway we'll see a better flow of gear and weapons throughout the levels after 4.0??

    edit- Sorry for the lateness of this, I was pressed for time when I made the post and honestly at first didn't see much of a reply.

    However I would argue that there is quite a problem with spamming ilvl up without limitations. People think that ilvl is an imaginary number. It's not though. That number has stats to back it up. Quite obviously in a piece of 50 gear, an ilvl 90 is stronger then an ilvl 70. The same as a level 50 character isn't as strong as a level 60 character.

    We're just progressing to a silly amount. In a game where it's mostly about mechanics anyway. We're not just level 60, we're level 250 now. Soon the level cap will raise to 70-75 and gear will probably be about 350-400. Numbers will be just silly. Is wow not a perfect example of this?

    Granted, at the end of the day, its not game breaking, but it's still somewhat of an issue to be addressed. I dont know why we should wait until the absolute last minute to fix it when we can now
    (6)
    Last edited by Keramory; 10-25-2016 at 11:56 PM.

  2. #2
    Player
    Areic's Avatar
    Join Date
    Mar 2015
    Posts
    170
    Character
    Areic Davrun
    World
    Balmung
    Main Class
    Marauder Lv 90
    So....whats the problem? They're just artificial numbers, they rise in ilvl to show a difference in power on the gear, and it inevitably happens that it'll rise much higher than whatever max level is due to the fact so many patches with new sets of gear comes out before the next level cap comes. This seems like a pointless task that'd just take away from more important things to improve on, you'd have to scale every piece of gear in the game and every single mob in the game to match the new level of the gear if you're talking about reducing it's power.
    (26)

  3. #3
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    I am not opposed to them doing that, but I don't see a need for it either.
    (6)

  4. #4
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    It will be like during 3.0
    The highest ilevel you can get before 4.0 will be usefull until short before lv 70 (I guess until lv 66 around), while the first 4.0 quests will give you gears with around 10 ilevel higher than the last 3.x dungeons will give you.

    Also, redoing the stats is not the only thing the devs have to do to decrease the ilevel of all gear , but also nerfing down hart lv 50+ and all HW content, or you can't even do the first HW dungeon anymore with just ilevel 70 gears
    (1)
    Last edited by Felis; 10-25-2016 at 03:19 AM.

  5. #5
    Player
    KikodeYusaku's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    31
    Character
    Titan's Heart
    World
    Tonberry
    Main Class
    Red Mage Lv 70
    This would definitely create more problems than solutions as there would need to be major adjustments to all preceeding gear and content restrictions, as well as being incredibly jarring for players to get used to.
    But as someone before me mentioned, I personally don't see what is "taking away the importance of gear", it's just a simple system of Higher number = better.
    (2)

  6. #6
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Why is everyone obsessed with horizontal progression is my big question.
    (9)

  7. #7
    Player
    Mithrahn's Avatar
    Join Date
    Oct 2015
    Location
    The Federation of Windurst
    Posts
    94
    Character
    L'yuuyami Oschon
    World
    Hyperion
    Main Class
    Alchemist Lv 60
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Why is everyone obsessed with horizontal progression is my big question.
    No one here would be able to explain it to you better than a simple google search, so here:
    http://lmgtfy.com/?q=horizontal+progression
    https://www.reddit.com/r/MMORPG/comm...l_progression/
    http://www.mmobro.com/horizontal-pro...t-progression/
    http://www.mmorpg.com/blogs/stranges...ression-Really
    https://www.engadget.com/2014/02/05/...l-progression/
    (3)

  8. #8
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Mithrahn View Post
    -snip-
    And those links fail to address a significant Achilles' heel to horizontal progression: people min/max. Look no further then FFXI, where people who chose the incorrect sub-job basically had little chance to do endgame content. While you can have small bits of diversity, the moment one job/class/ability outpaces another by enough of a margin, it will be deemed useless. This is especially true amongst gamers today because of Youtube, Reddit and even this forum. People are either encouraged to look at guides or follow advice from veteran players. Yes, you do not need to optimize for anything outside raiding, however people are typically going to get advice from better players, who in turn, have no reason not to say such and such is better. At best, MMOs can have a form of diagonal progression. In fact, most do; borrowing elements wherever possible to shake things up without deviating from vertical progression. FFXIV gets its variance through allowing players to readily change their job on the fly.

    None of this speaks to the sheer difficulty of balancing a game with numerous weaving paths. Dragoon currently has 27 ability you will actively use. If every skill offered just two additional options for us to choose, you've effectively tripled the developer workload because they now have to assume every possible combination, lest one setup becomes overpowered. STR tanks are an example of what happens there.
    (4)
    Last edited by Bourne_Endeavor; 10-25-2016 at 03:37 PM.

  9. #9
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    And those links fail to address a significant Achilles' heel to horizontal progression: people min/max. Look no further then FFXI, where people who chose the incorrect sub-job basically had little chance to do endgame content. While you can have small bits of diversity, the moment one job/class/ability outpaces another by enough of a margin, it will be deemed useless. This is especially true amongst gamers today because of Youtube, Reddit and even this forum. People are either encouraged to look at guides or follow advice from veteran players. Yes, you do not need to optimize for anything outside raiding, however people are typically going to get advice from better players, who in turn, have no reason not to say such and such is better. At best, MMOs can have a form of diagonal progression. In fact, most do; borrowing elements wherever possible to shake things up without deviating from vertical progression. FFXIV gets its variance through allowing players to readily change their job on the fly.

    None of this speaks to the sheer difficulty of balancing a game with numerous weaving paths. Dragoon currently has 27 ability you will actively use. If every skill offered just two additional options for us to choose, you've effectively tripled the developer workload because they now have to assume every possible combination, lest one setup becomes overpowered. STR tanks are an example of what happens there.
    Odd that you pick out FFXI as a counterexample, as FFXI is probably one of the best examples where horizontal progression WORKED. Gear in that game lasted for YEARS, and yet people still kept playing because there was always other pieces of situational gear to obtain that would make their character just a little bit better in those situations.

    While you are correct that certain jobs occasionally outshone others, that had zero to do with horizontal progression, and everything to do with SE making job adjustments that shifted the balance, or added new endgame bosses that favored one job over another (for example, NIN tanks were king until SE started adding bosses that regularly used horrendous attacks that ignored NIN's evasion-based damage mitigation).

    Your bit about incorrect subjob is also perplexing. If you have the wrong subjob... you level the correct one instead. Just as in this game, you were free to level any and all jobs on a single character, and leveling a job high enough to use as a subjob was a relatively quick thing (I say relatively, because pretty much nothing is quick in FFXI).

    At endgame in FFXI, you saw folks in a variety of different kinds of gear, depending on which pieces they'd been able to obtain. Players were not excluded from party because they did not have a specific gear build. It was understood that while every job had pieces of gear that were best-in-slot for specific situations, not everyone had the time or luck to obtain every scrap of BiS gear. There was just too much to choose from, and obtaining each piece tended to be a long-term endeavor.

    In the end, FFXI, too, became a vertical progression game, with the introduction of gear ilvls with the Adoulin expansion. But for more than ten years, and over three full expansions they were able to maintain a stable playerbase and never had to increase players' job levels, thanks in large part to horizontal progression.
    (1)

  10. #10
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by LineageRazor View Post
    Odd that you pick out FFXI as a counterexample, as FFXI is probably one of the best examples where horizontal progression WORKED. Gear in that game lasted for YEARS, and yet people still kept playing because there was always other pieces of situational gear to obtain that would make their character just a little bit better in those situations.
    FFXI lasted for years with 500k subscribers when at the same time WoW was hitting 12 million. Horizontal progression caters to (only) the hardcore, which makes it really fun for people who are into it, and completely ruins the game for everyone else. And based on the numbers above, about 96% of players seem to prefer vertical progression.

    Also FFXI's horizontal progression worked because of in-battle gear swapping, which is a blight on gaming and should never happen again.
    (3)

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