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  1. #11
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    I actually support this suggestion or something similar. Also, in my opinion, the whole level syncing option not only helps populate old content, but effectively intermingles veteran and rookie players.

    There are multi ways that SE could go about this. With the massive rework to jobs to dial back the amount of available buttons for controller players this inadvertently changed synced and minimum ilevel content. This is a bit concerning for those who wish to go through the game again and experience the original balance that was in place for the games old end game content.

    I've seen depictions of a "syncing up" option instead of minimum ilevel. While there are balance issues to take into consideration, this would incentivize replaying old content by breathing new life and options into older content.

    I prefer the OP's idea of a full rotation sync'd down. It's nice to be able to use a full rotation and really drive home that muscle memory not only for current endgame content but to see what slight advantages could be discovered by using a full nerfed rotation on lower content. All in all, the old content is already "broken" as is. I think the OP's solution, if implemented wisely, breaks it no more than it's already broken, and the pros outweigh the cons, not only from the individual perspective of the endgame veteran, but also from the perspective of the lower level rookie and the game's populace as a whole.

    Being able to "look cool" is something this community greatly admires. It's also something that SE positively reinforces, and not just for the surface level reasons either.

    "Looking cool" gives the player a sense of ownership over their character. Looking cool also gives the dev team the chance to showcase their work. Looking cool also entices lower level players. Normally I wouldn't put so much stock in that last point but it shouldn't be overstated. I remember even way back in 1.0, I was running leves with my linkshell buddies and we were recruiting new players. One of those new players was absolutely floored with the look of my Dragoon at the time (I was only wearing AF1). Nonetheless this rookie player was impressed not only by how cool I looked (btw "I" didn't look cool, Akihiko Yoshida and the dev team developed cool looking and stylish armor and characters but I digress) but he was also amazed at what I could do (Mainly just jumping on mobs from a distance.)

    To veterans it's basic stuff, but to someone who is currently running through the slog of early game, being able not only to see what a character can look like, but what a character can do at max level is quite a treat from a rookie players perspective.

    Now also take into account that lower level players in the current game that don't buy jump books are stuck in pretty much dead zones. While the rookie players are exiled to areas no longer populated, they spend most of the game alone...

    Until they get in a dungeon.

    As of now, they only get a glimpse of how cool a character's armor looks, but, if veterans had access to their full kit, not only would they get to see such amazing armor designs, but they'd also get to see the awesome animations and spell effects that go along with it.

    The only adjustments to OP's suggestion I would make are that, you shouldn't be "more effective" at level than when you're synced down, as this is already not the case. Not only does ilevel severely throw the current level sync balance out of whack, but even most sync'd dungeons have a max level that fresh players just unlocking the content haven't even reached yet. So the argument against sync'd players being overpowered is already moot. New players don't actually care at this moment. They just want to get the dungeon complete, which is vastly more important than balancing it for "at level" rookies.

    A rookie will be better served by having a full rotation displayed by a veteran player. The veteran player would be better served by further cementing their endgame rotation in to muscle memory. The development team would be better served by having more instances of their content put on display (especially the battle and animations and effects team). The populace is better served by mitigating rookie burnout in the way of giving players going through the slog of redundant fetch quests something to look forward to whenever they see a high level character of their same job pulling off amazing acrobatic feats and flashy skills.

    The rookies aren't concerned with being competitive at low levels. They are more concerned with fully actualizing the character they created and the OP's suggestion only helps to cement that incentivization structure into a veteran heavy game.

    Great suggestion OP.

    TL;DR Rookies want to become veterans, not be better than veterans. Veterans want to finely tune their muscle memory. Dev teams want to display their work. OP's suggestion fulfills all three.
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    Last edited by Rhomagus; 09-10-2018 at 03:23 AM.