Of course it can; FFXI - built by this same company - did this flawlessly for years. FFXIV could, too, even within its current model - just set iLevel caps lower. There's no reason, for instance, why Ala Mihgo should have an iLevel cap of i310. It was designed for an average of i280, meaning i290 makes it fairly easy, i300 makes it very easy, and i310 renders it almost completely trivial. So why cap the stats lower? The MSQ would benefit tremendously from this, too; even with the forced cutscenes in place on dungeons like Castrum or Praetorium, the content is completely trivialized. New players don't even see half the mechanics, nor is there any sense of epic when final bosses get shredded. It contributes to me not running the content as a veteran, too, because it's just boring now.
The reason PvE content is trivialized by gear creep is because SE is lazy and spineless. They don't want to put effort into truly horizontal progression a la FFXI. It requires creativity to do this well, which clearly the dev team lacks in many respects. Much easier to just scale the iLevel, keep sub-stats boring and predictable, and churn shit out in a monotonous fashion. They permit the abilities of the lowest common denominator to guide virtually every piece of content outside EX / Savage / Ultimate, which is why they allow all content outside of these three to become trivialized within 3-6 months of release via iLevel scaling and overly-generous iLevel caps. Heaven forbid they think up other methods to help people improve, rather than lowering the bar so that almost anyone can clear it after awhile.
But let's never forget that there absolutely are options. SE is making a choice not to pursue them. Everyone's got a right to their own opinion of this, whether they approve, disapprove, don't particularly care - whatever it may be. But it is absolutely incorrect to state that PvE content simply can't survive gear creep. There are at least two fundamental ways SE could permanently solve this issue, one of which is utterly trivial to implement no less. They're choosing not to.
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I will point out, though, that surviving gear creep and having longevity are two entirely separate things. SE needs to be more creative and move toward a deeper, horizontal itemization structure if they want PvE content to stay relevant. Again, they've got a blueprint: FFXIV's predecessor. FFXIV, with its modern combat engine and faster gameplay, could do far more than FFXI could in this respect, if SE had but the will to try. It is eminently doable, though.
 
		
		 
			 
			 
			 
			 Originally Posted by KisaiTenshi
 Originally Posted by KisaiTenshi
					
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