My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
People talk up level sync, about how it "helped low level parties". However, at the same time, it all but killed high level parties. Most players, the majority, easily... never touched high level areas after they realized they could just sync their way to 75 in Qufim.
This happened for two reasons:
1) People who only cared about getting xp as fast and easily as possible, immediately took to it, dropping everything else like a bad habit.
2) People who didn't want to do it, or at least not all the time, almost had no choice but to go along with it, 'cause putting together higher level parties became *extremely* difficult, even by XI standards.
I tried to "take the initiative" and form parties to go to other, more level-appropriate areas, because I got sick of looking at the same 2 or 3 places every single party... among other reasons. I could only occasionally get a group of people where everyone was interested, or at least open to the idea of leveling in different, more level appropriate areas... you know, like we used to. In most cases, at least 2-3 of the people insisted on level sync'ing in Qufim or some other low-level area (and with a PL, no less -eyeroll-), or they wouldn't join.
Level Sync was an example of SE having a good idea, and having their heart in the right place, but fumbling it on execution. I have no problem with a system that allows friends or siblings to play together when there are many levels between them. However, in XI, SE did not think or plan it through very thoroughly and ended up undermining a large portion of their own game.
If they do implement level sync'ing, then I seriously hope there are more restrictions and limitations on how much or how quickly one can progress while sync'd, else we're just gonna see the same abuse happen here. SE needs to maintain some kind of benefit to leveling on higher tier, level-appropriate mobs, to keep people from turning some lower level area in XIV into another Qufim Island.
People are quick to argue that the low-end game shouldn't suffer as people progress. This is true. But by the same token, the high level game shouldn't become all but redundant at the expense of the low level game either. That includes xp'ing in different areas, on different mobs, at all level ranges.
Last edited by Preypacer; 08-01-2011 at 08:58 PM.
On the other hand, if they'd balanced things so that rewards reflected effort more, it wouldn't have been such an issue. Capping xp at 300 or whatever no matter what you fought and what level it was really didn't make sense. If for example, they'd made xp per level increase more than it did, and increased the xp per mob (and had xp reflect more accurately than just level, some enemies were MUCH more challenging than others) as you levelled up in a similar way people would be less inclined to want to sync.
You assume "we would all benefit from it". You don't know that to be the case.
In XI, only the people who cared about leveling as fast as possible and little else benefitted from it. Others who still preferred the game as it was, had a much much more difficult time of partaking in activities that didn't involve sync'ing down up to 40+ levels and standing in the same spot for days on end.
You don't know how SE would implement such a system in XIV. You don't know how players would - most certainly - find a way to turn it into some new "OMG this is the new way to play XIV, 'cause the leveling is faster" one trick pony.
Again, you don't know this because you don't know how SE would implement it and, as a result, how the players would twist it around into some new "speed-leveling" system that has nothing to do with what it was intended for.
Level Sync in FFXI was intended to help people who were too far apart in level play together... friends, etc. That was the *idea*.
What it became was basically a game-changing system that turned the entire process of leveling - for pretty much everyone - on its head.
What's funny is, there are people in this thread saying "I only want to be able to level with my friend/sibling. As long as I can do that, I'm fine with any limitations".
The immediate response from others is "No! No limitations!" Can you guess what those people have in mind? I'd bet a week's pay it's "turning level sync into a new speed-leveling approach".
If SE implements sync in such a way that it truly benefits those who are merely looking to close the gap between themselves and friends, LS-mates and siblings who are too far apart in level... but no more... Then I see no problem with it.
If they implement it so openly that it's abused as it was in XI, all but killing high level parties in its wake... Then I say "hell no".
Then perhaps that's something for them to keep in mind.
Of course, it still comes down to perspective.
If SE can find a way to keep content appealing at all ranges, and not let sync'ing turn into "faster and easier xp", making it the only thing people want to do... I'm all for it.
In principle, it sounds good... I have a sister who will be starting the game in a few months, probably. I'd like to be able to group up with her as well. In that capacity - what it's ostensibly intended for - it would certainly work.
I'd be fine with a sort of "sliding scale" SP system. For every, say 8-10 levels you are above the one you're sync'ing down to, the SP rate drops by a certain %. If people's *true* intent - as many have professed on this thread, and elsewhere - is to be able to group up with friends and family members who would otherwise be too far apart... Then that should not be a problem. You're still getting SP for your effort, and you're getting to do what - again, per many people's claims - you want to, which is hang out and do stuff with your friend/sibling.
Also, you're already higher level and so, for you to gain sp at a slower rate would allow your sibling to catch up to you that much more quickly since they're still gaining at normal rate.
I would see no problem with that.
However, I have a feeling many others would scoff at that, because "hanging out with friends and family members" is not their concern. Leveling as quickly and easily as possible is. Certainly, no one believes that the hundreds, even thousands, of people who planted themselves in Qufim and sync'd down for party after party were all either related or "best buddies". I don't think anyone's that naive.
I will not be surprised if someone says "Well in that case, the lower level should get sp faster so they can catch up more quickly...". No. That would then turn the system into a power-leveler's wet dream that would be abused to hell and back.
I'm not against sync'ing. I'm against it being abused and ruining the higher, and even mid-level game as it did in XI.
If/When SE decides to implement such a system, I just hope they take the time to "think like a player who's only looking for a faster/easer way to level while bypassing other content". They need to identify and close any loopholes or weaknesses in it that people would most certainly exploit or abuse.
Last edited by Preypacer; 08-01-2011 at 09:39 PM.
I dont care for level sync. But when it come to being able to play with new players, it can be a good idea if implemented correctly. I actually like the suggestion of high level players syncing to play with lower level players but our sp gain remaining the same as if we were higher. "You wanna lvl, go play at your rank. Just wanna play with a rookie friend, this is your solution"
I would really like to see level sync added to FFXIV for any kind of party. If at the minimum for things like raids, quests, and guild leves.
My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
Actually I would prefer not to have level sync or have it optional.
TMPST Est. 1.0
Tempest Free Company of Hyperion
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