Nuu I don't think we need a higher experience gain rate, we already lvl pretty fast if we know how to play this game, doing leves and behest is the KEY to lvl up fast in a short time.
Nuu I don't think we need a higher experience gain rate, we already lvl pretty fast if we know how to play this game, doing leves and behest is the KEY to lvl up fast in a short time.
~Light of hope~
"Oh the good old sig from v1.0..."
if anything, make the grind longer, R1-42 on my PUG took me 3 weeks after the SP update, R1-50 on my ARC before the SP buffs as bout 2-3 months, prefer long grinds, it makes you master your job ore, n perfect it! Nothing is worse tananR50 newb, they may as well have bought there account :/
Although I do agree that the game is something of a grind, I find it is also very much goal oriented. Even with fatigue and surplus, there are a tonne of classes with many more in the .DAT files that can keep you busy. Personally the change that I would like to see is to make grinding and party play as profitable sp-wise as doing guildleves. The way I see it, leves should be for earning 'physical' gil, while grinding, either solo or as a party, should be for getting mats for creating of actual items, and general levelling.
I find it much more satisftying to camp out an area alone or with friends an bust up on some mobs, than to be running around doing the same 'loop' every couple of days for weeks on end. In a literal sense, the grinding and the leves are more or less the same, but the feel of play is very much different. Leves feel 'halting', 'stop and go', whereas grinding feels like a more smooth playing experience with more potential for socializing and making new friends (especially with improved party finding systems).
I don't think that leves should be both the best exp making method and the only real way of bringing new gil into the game. I think grinding has it's place, as long as it's fun and it feels like you're making progress. I think the move on making the doblyns harder was a good one, as there shouldn't be a huge favoritism on a prefered hunting ground for everyone, but that overall, I think most people would prefer an exping system that was more in line with FFXI's, I know I would.
In my mind, you should either be able to go through mobs fast as solo, and earn decent exp over time, and in party's the combats should be longer and more strategic, bringing in battle regimens and multiple role types, and that exp over time should be greater than solo, but that individual battles should be more drawn out. At the same time it should be relatively easy to make almost any party makeup work, because if you guys go the route of optimized party's, the social community will almost make that the necessity. However if you guys focus on the 4 man party, like you said, then at least it should be fairly easy to find a party that way.
A few more ideas added on here than the original thread topic, but I think it all connects to the OT.
I disagree with the OP. Playing casually, I don't (and haven't) reached Rank 50. And I don't expect to do so in a month.
Everyone plays games differently. But for me, the purpose of the game shouldn't be to rank up for the sake of ranking up. If I rank up a combat discipline, it's because there's a rank restriction on content (i.e. storyline and class quests) or it's virtually required to fuel my other activities (i.e. tanner).
if anything, make the grind longer, R1-42 on my PUG took me 3 weeks after the SP update, R1-50 on my ARC before the SP buffs as bout 2-3 months, prefer long grinds, it makes you master your job ore, n perfect it! Nothing is worse tananR50 newb, they may as well have bought there account :/
And you forgot to mention the people using bots!
~Light of hope~
"Oh the good old sig from v1.0..."
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