1.) When the reasoning for both is the same i.e. "It doesn't properly train people". This particular non-level sync argument is moot because people are untrained with or without it. It's true, you don't have to be pro PL to be anti level sync, but being pro level sync doesn't necessarily mean you are pro PL.
2.) Low population doesn't actually have anything to do with it. It just exacerbates it and makes it more prevalent. The problem with not finding people within level range to party with is common across even large population servers. As I stated earlier, it doesn't matter if it's 10 people or 10,000. If they're outside of your level range you can't party with them (legitimately at least).
3.) Or just have level sync and not need the temporary band-aid that is new classes. SE could keep pumping out classes but when they do they need to introduce classes that compliment each other, at least without level sync. Level sync allows new players to play with more experienced players while giving experienced players an incentive to assist the lower level population without needing to be their "friend" from the get go.
Level sync absolutely will not "ruin" this game anymore than it already has been ruined. The argument against it from the "training" perspective is useless in this regard. If you have something else beyond "then noobs will stay noobs" then we can explore that. Does it have an answer to the problem of level disparity creating population segregation which is the point of the thread's creation?
People who trained solo on Coblyns in 2010 wouldn't know how to play their class at 50 post 1.20.
People who leve canceled their way in 2011 wouldn't know how to play their class at 50 post 1.20.
People who leveled their class pre 1.20 wouldn't know how to play their class at 50 post 1.20.
We won't know how to play our Jobs until they are released post 1.21.
We'll be playing an almost entirely different game come 2013.
The journey to 50 means nothing whether you grind coblyns, leve canceled, play now, or play later. The journey didn't actually train us and our experiences as CE release players is moot because the game is already completely different than when it was released in 2010.
Having fun and overcoming challenges together is what separates an MMO from a single player RPG. Why not create an environment that supports a sense of comradery rather than one that perpetuates disparity? Taking longer to get to cap will only increase the disparity without level sync. The introduction of classes will only act as a temporary salve, and only if they are released correctly in pairs or trios, but level sync will open up the game for players who begin now or post 2.0.



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