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  1. #11
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    I guess my thought was SE being able to have content still be a challenge for those that outlevel an instance and did not want to make a new character to fight the instance at the target level range.
    (1)

  2. #12
    Player
    Teuciont's Avatar
    Join Date
    Oct 2011
    Posts
    369
    Character
    Teuciont Arbedechi
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    My thought is that difficulty levels really devalue the content itself. From a "content" perspective, meaning what we as players have to do, this is a great idea. From a "lore" point of view however, you really undermine the dungeon. Why should these monsters be weak one time and grossly overpowered another? They explain it with Ifrit by him growing in strength as time passes. How are you going to slap that on to every dungeon though? Why should they? Having content at certain levels discourages people from blowing through levels and actually experiencing the content. Grand Companies and Totorak are a great example. More than likely you'll be a few seals short of a Chocobo when you hit 25, so you'll do Totorak. This sometimes ends up in being run through it by higher level friends, but this doesn't change the fact that you experienced it. Why should something that you were able to blow through at level 50 be stronger all the sudden "just because?" You fight small creatures like puks, traps and mitelings in Totorak. It fits the difficulty. You fight hippogryphs, toads and skeletons in Darkhold. Larger creatures, more intimidating. That's the point of a RPG, Yoshi himself has said that. You need to be able to physically see a boost in your power. Being bested by little baby puks, chigoes, baby mites and plants isn't exactly heroic when you're supposed to be a strong and renowned adventurer. That's why some of the sizes of creatures were adjusted, so that you're killing monsters proportionately sized to your strength. It's why you kill rats and ewes at level 1, and not nannies or raptors.

    I understand that it would help draw out content, but it's the wrong way to look at it. There's plenty of other content that can be drawn out such as the world NMs. Instead of a difficulty scale, just buff their loot as well as their difficulty.

    None of this post really matters though, considering they've already confirmed difficulty scaling. Oh well.
    (1)

  3. #13
    Player
    pilot's Avatar
    Join Date
    Mar 2011
    Posts
    49
    Character
    Pilot Fish
    World
    Balmung
    Main Class
    Marauder Lv 50
    I would most like to see lv capped instances. Instead of the need to rebalance an instance several times for different lv ranges, gear might be scaled instead. If the lv 25 ifrit fight were capped at 30 i think that might have allowed for less overly contrived time sink regarding the hyper versions loot. I would even be fine with no gear scaling! Buy or make new lv 30 stuff for Toto-Rak? Fine, lets run this a few times till our gear is fully bonded.
    (1)

  4. #14
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    It would just be easier to cap your level at 30, that's all I want. How would they even scale a level 25 50 30 25? You can't if you make the mobs level 40 it would be to hard for the lower levels, even for the single 50. If you make the mobs 30ish it would be to easy. Just cap the levels.

    they should also should do every one instanced area make 3 open world stuff to do. You can see how people feel about instances here > http://forum.square-enix.com/ffxiv/t...nced-dungeons.
    (2)
    Last edited by Rokien; 01-11-2012 at 03:41 AM.

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    Quote Originally Posted by Rokien View Post
    It would just be easier to cap your level at 30, that's all I want. How would they even scale a level 25 50 30 25? You can't if you make the mobs level 40 it would be to hard for the lower levels, even for the single 50. If you make the mobs 30ish it would be to easy. Just cap the levels.
    This.

    Much easier to prorate the stats of a few players than balancing boss fights for a variety of different levels. On top of stats, you've got all those new abilities available as you level up...

    This way also you know where to go to get your level x gear and this makes sure that you have a fun experience getting it. If not, how would you scale up the reward? Scale up the stats of the sword you get from toto-rak? Get the same sword you would get in Dzelmahel?

    Level cap is probably what would give the longest longevity to content without having to readjust everything
    (2)

  6. #16
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Fiosha_Maureiba View Post
    I guess my thought was SE being able to have content still be a challenge for those that outlevel an instance and did not want to make a new character to fight the instance at the target level range.
    Sort of like Burning Circle fights in FFXI then, where you're level is dropped to what ever is suitable for that challenge?

    I could see that being good for those who missed on dungeons/fights they want to do at the correct level (i.e. I missed out on Totorak with my ARC. I could still do it, but it wouldn't be very hard!). If some dungeons or fights end up being like this, it might also be worthwhile to have some special gear drops that level with you, or can trigger quests to level the gear up.

    Say this gets done with Ifrit after a level cap is raised, go back, do it where we're capped to 50 and I get whatever item. I could then take the piece and follow a quest line to upgrade the weapon and use it at the level cap.

    This might also fix that one issue I had with WOW and it's content: there's a ton to do sure! But at the level cap, 90% of it's outdated and useless for anything but looks. If you weren't around when everyone did X raid during Y expansion, then you just plain missed out!
    (1)
    Last edited by Phenidate; 01-11-2012 at 04:14 AM. Reason: reworded to fix wall-o-text sydrome.

  7. #17
    Player
    KamikazeMan's Avatar
    Join Date
    Jul 2011
    Posts
    870
    Character
    Lodovico Rivers
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    SE already mentioned doing this with Ifrit and I think Dzemael Darkhold as well where it becomes scaled for 4 people. Since they're doing it with Ifrit, I'm sure they're doing the same with Moogle and the upcoming Garuda fight in 1.22.
    (0)

  8. #18
    Player
    Mushy's Avatar
    Join Date
    May 2011
    Location
    Ul'Duh
    Posts
    632
    Character
    Mushy Tailspin
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I think the world being different after 2.0, and them already having these built. I think they will scale them so we come back to play them with the new ps3 characters joining
    (1)
    MAGIC MUSHY ROOMS

  9. #19
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    I think I missed the post(s) that talked about difficulty scaling. At least where level was concerned. The Full Party -> Light Party difficulty conversions do sound familiar howe'er.
    (0)

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