maybe if it took more then a couple days to lvl mid lvl content would make sense.
do you guys wanna take a break to go do lvl 30 dungeon before we hit 50. hmmm. nope. k.
maybe if it took more then a couple days to lvl mid lvl content would make sense.
do you guys wanna take a break to go do lvl 30 dungeon before we hit 50. hmmm. nope. k.
I don't think CoP counts as mid-level content because of how difficult it was and the fact that the level cap went up by 10 every couple missions. If you did it while leveling up it was bound to be stupid difficult or maybe you didn't have a job leveled that was good for those fights, or you had to wait a while and level which caused some large breaks in the story.
Job quests are going to be mid to high level content. Shposhae is great and the low levels go by quick enough that you will get to companies and job quests in a reasonable amount of time. If anything I think a dungeon in the mid 30's would be fine to add, but as was stated, we need some long-lasting endgame stuff to have something to work towards and keep us occupied.
short: It's like getting off the bus at the corner with the cracked sidewalk and the spray paint on the buildings, walking up the decrepit stairwell in your apartment, and getting to your unit. And your unit is absofanfreakin'tastic, because you're spending the most time there, so you want to focus the most energy into fixing it up.
original message: With today's MMOs and the people who play them, the leveling seems to happen much faster. Information about efficient exp methods, guides to dungeons and fights, searchable item databases, all of this happens much faster now. And then a game that doesn't have the same slow movement, slow combat, long respawn times, death penalties (deleveling and corpse runs), hell levels, plus learning curve for playing fairly "new" genre.
(mostly referring to Everquest I)
Mid-level content back then was a zone, mobs, a handful of rare spawns, and some drops that made said-spawns get camped to death.
In FFXIV though, players that end up in an XP party end up leveling at such a frequency, that they don't even update their equipment. With many of the parties still succeeding with a mish-mash of old equipment AND the rate that they level, it wanes at the desire for gear acquisition. They don't stick around these levels long enough to make the dungeon a challenge. And with the rate they're leveling, the dungeon won't be a challenge. If dungeons were the best way to obtain EXP, we might have more focus on that content.
Incoherent post, returning to message after a while, hitting post.
I think the problem with a lot of people here is that they don't think you can have fun unless you're leveling. Maybe I'm wrong but it sure seems that way to me. I spent about 4 months at level 30ish on my CNJ because the only thing I did was help people fight the mid level wandering NMs for gear drops. That's a heck of a lot of playing without gaining levels, and I wasn't even close to being maxed at 50. Things do happen faster for all of the reasons you listed, but I think if people stopped looking at it all as a negative, and instead found their own way to enjoy things then this problem wouldn't even exist.short: It's like getting off the bus at the corner with the cracked sidewalk and the spray paint on the buildings, walking up the decrepit stairwell in your apartment, and getting to your unit. And your unit is absofanfreakin'tastic, because you're spending the most time there, so you want to focus the most energy into fixing it up.
original message: With today's MMOs and the people who play them, the leveling seems to happen much faster. Information about efficient exp methods, guides to dungeons and fights, searchable item databases, all of this happens much faster now. And then a game that doesn't have the same slow movement, slow combat, long respawn times, death penalties (deleveling and corpse runs), hell levels, plus learning curve for playing fairly "new" genre.
(mostly referring to Everquest I)
Mid-level content back then was a zone, mobs, a handful of rare spawns, and some drops that made said-spawns get camped to death.
In FFXIV though, players that end up in an XP party end up leveling at such a frequency, that they don't even update their equipment. With many of the parties still succeeding with a mish-mash of old equipment AND the rate that they level, it wanes at the desire for gear acquisition. They don't stick around these levels long enough to make the dungeon a challenge. And with the rate they're leveling, the dungeon won't be a challenge. If dungeons were the best way to obtain EXP, we might have more focus on that content.
Incoherent post, returning to message after a while, hitting post.
Originally Posted by KiriA500
Protip: An 8 hour nap is just called sleeping.
Level 50 is endgame now. Pretty soon it'll be mid-lvl content.
My concern with that it will fall into the same category as the Shposhae or Toto'rak once level cap is shown.
But then again, it's supposedly only til' 2.0. And if das da case, I can dig it.
*starts dancing like that Stop saying rank gif*
Its time management, the average person now is in college, or has a family, or works, or all three, we're not in high school anymore with tons of time. Given this amount of time, most people would like to cut out a lengthy grind and put in more endgame. I'd love lots of things like the Ifrit fight due to college, but I'd like some long grind COP type stuff for summer, when I don't have as much to do. FFXIV needs to put both types of content in, its understandable no one has 8 hours to level a day, for six months, and then they don't have the same amount of time to put into the end game content as the avg gamer is 36, ffxiv players are typically over 21. But the long grind end game, people think thats dead, it doesn't have to be, XIV could add it, we'd still find the time to do even in our busy schedules. I understand if this version of the game sucks and it can't be done, but in 2.0 it should be done.
Because. That's why.
They had an opportunity when this game started to do away with the overdone leveling format altogether. If they made it about gathering abilities and attaching the stat +\-'s (ie. HP, MP, Str, Dex etc.) to those abilities rather than a traditional leveling system they would have been able to tie most of the content together. Most of the content...low, mid and high level has virtually no relation to one another. It is all very loosely connected through some vague half-baked story. With the system I am describing above, you eliminate linear game play and the feel of the grind. This game is fairly heavy in both categories with linking storyline quests to the levels obtained. So much for setting a new standard in the MMO world.
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