See, I find continuously adjusting the experience gain defeats the purpose. The easier leveling becomes, the less invented I'll be in it. For example, grinding the jobs I haven't leveled yet through PotD or Beast Tribe dailies is a mindless task I do because it's efficient. I rarely think about, and half the time don't even bother doing the quests associated with whatever job I'm leveling until I'm at 60 or I decide to take it into roulettes. Frankly, the one aspect of PotD I find incredibly dull is leveling. Why? It's so fast, it's rendered meaningless. Compare that to old RPGs where I actually enjoy the same grind-y process. A primary reason is because you'll notice the power difference in linear focused games, whereas in XIV, it doesn't matter due to your playstyle ultimately revolving around a static rotation. Another bigger factor is single player games actively hinder progression or pose a higher challenge if you happen to be underleveled. XIV doesn't. Still using that Esoteric gear from Heavensward's launch? Toss on a little extra from all the extra lore you get or just upgrade and you can do practically everything. Undergeared for that raid? Other players will carry you because they're likely better geared.I want to point out that saying that jobs shouldn't start at level 1 for reasons that going from 1 to 30 (or 1 to 50) is a long and boring experience... it's an irrelevant point to bring up because time investment is tentative. To give a simplified example, let's say going from 30 to 70 requires 100,000 experience points. Now let's say going from 1 to 70 requires 100,000 experience. See what's being said here? The exp curve can always be adjusted so that the time investment remains roughly the same regardless of starting level. However, only one of these options gives the feeling of truly leveling your character from the ground up..
The lack of direct incentive to level hurts my personal enjoyment. When I can more or less equip a full set of Ironworks and keep it all the way to 60, leveling, once again, becomes something I do. Not something I feel empowered by. I had fun the first job through because the MSQ accentuated my experience. A few jobs thereafter still retained that fresh feeling. Now that I'm on my fourth and fifth? It exists as something to do and little more. If they aren't going to enrich the experience in some manner. Make it as fast as possible so I can move on to other stuff. At least, that's my current stance.
Last edited by Bourne_Endeavor; 12-28-2016 at 06:53 AM.
Ok, and another mount reward is going to be that much of an incentive? Why bother when you can just palace of the dead every time? Regardless, if you got to entice people with a reward JUST for leveling up without a cheat, you're doing something wrong.
Last edited by Vespar; 12-28-2016 at 07:18 AM.
I don't need a jump potion... I've leveled the 9 ARR jobs from 1 to 60, as well as the HW jobs from 30 to 60. I don't need a jump potion, but when given the opportunity that a dev will provide what is essentially a free jump potion, you know I'm going to take that so I can spend less time on that one job and more time on the rest. And you can enjoy running Sastasha and Basic Training: Enemy Parties all day long. =)
♥ Baby, tell me, what's your motive? ♥
It's almost as if there should be a punishment for having free reign over several jobs on a whim with one character. I honestly pride myself whenever I manage to reserve the time to cap a class, but knowing a class that I am looking forward to may be in this next expansion, and knowing it'll be handicapped in a way that shreds what fun I could have playing it throughout the list of dungeons in the game is somewhat depressing.
I realize this doesn't stop me from playing the lower dungeons, but that kind of defeats the purpose, doesn't it?
Last edited by CheshirePuss; 12-28-2016 at 07:41 AM.
But wouldn't that only work for that job? Also, if you are putting all the same actions for every job in the same places, so you really don't have to know the action from name and icon, aren't you just playing all the jobs as the same job? You might as well make macros that say "Combo opening," "Combo action 2," "Combo closer." Yeah, I have patterns on my NIN for what I do, but I know what those actions actually do because I learned them in case I have to change things up.
But at the same time, won't you be playing the same higher level dungeons over and over? It's like they might as well delete all those areas from the game then. Instead of making an expansion, make yearly games that has new areas except they keep your character on a server.
I do the same thing, certain skills with particular properties like stun get assigned to the same hotkey. I think it's just common sense in this regard lolI think part of this issue is how people think of their abilities.
I couldn't tell you what most of the names are for the abilities on PLD without looking them up, or even describe their icons. But, I can tell you what hotkey on my bar does what, with remarkable detail. I couldn't tell you the name of the GCD stun or what it looks like on the bar, but I can tell you that it's Ctrl+1. People put a lot of effort into learning their spells the wrong way, I think.
Would you rather spam the same dungeons with boring mechanics and next to no abilities, or spam new stuff with fresh areas and all your abilities? It's a no brainer.But at the same time, won't you be playing the same higher level dungeons over and over? It's like they might as well delete all those areas from the game then. Instead of making an expansion, make yearly games that has new areas except they keep your character on a server.
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