False. It's not black and white.
I like lore and stories. I also like exp. The lore and stories in side quests however just isn't worth my time investment. They're nice but not tempting enough so I mostly avoid them.
However, when you have lore, stories and exp, there's multiple things I like and they're tempting enough to do for the time invested. This is a positive for the game because players like me now consume more of the content the devs have been pouring resources into.
Currently, every side quest in Endwalker won't even get you from 80-87. Doubling the exp would hardly be overboard.
This is absolutely true. I have limited amount of time to play the game, so whenever I get in, if I have the option between XP and lore, it's going to be XP. I can always read about lore outside of the game. However, if I'm getting that lore and at the same time making a decent amount of XP, then I'll do that.
What they should do is just find a XP/hr that they want to use as a base (e.g. 2-3 dungeon runs) and use that as a base for xp rewards for everything at the very least. You could argue that sidequests being 1 time things should mean that they give a bit more than that, or beast tribes and hunts being once daily they should be a bit more. But overall if all content was around the same xp/hr then people would be able to do whatever they find is "fun" to level. Shouldn't that be the goal?
I am able to level an alternate character from 1 to 50 with 3 or more jobs in near synchronization using the MSQ and side quests, plus a daily leveling dungeon, the occasional FATE and the hunt log.I guess because you didn't read all my posts. I am talking specifically about the speed of leveling. Side quests are very low especially in the 1-50 lvling range on speed to level up.
What I am saying is if you look on the how to level quickly...nothing says side quests other than tribe stuff. They are much lower than other forms of exp gaining, and I think they should be on par.
I do not consider Tribal quests as 'side quests', since they don't carry the "!" marker except for the initial quest that acts as an introduction. If you really meant "Tribal Quests" in your OP, you should have said that instead, both there and in subsequent posts. The XP of the ARR Tribal quests is appropriate, given that you can't start them until you're over level 40, you are limited to 3 quests per day per tribe (except on reputation change days), and they provide other perks (mounts, vendor materials, etc) both during the story and upon completion.
There are much quicker ways to level from 40 to 50, given the fact that the MSQ XP is high enough to feed 3 jobs in that level range. That wasn't always the case. Before HW, the XP for the MSQ required additional XP from most (if not all) of the side quests in order to actually get to the point where you could qualify to do the Garuda trial. I well remember the fact that I had finished every side quest in the game and still needed XP to actually get the first level 50 quest for the end of the 2.0 story line.
Then again, I wasn't doing a daily leveling dungeon at the time, so there was that ...
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
If you're thinking about ARR level content, I can agree the XP could use some adjustment on some of the content. FATEs and Deep Dungeon are still good below 50.
Once you're past ARR levels, the XP gains are generally good for the time investment. 15-20% of a level for 10 minutes of time? Works for me.
Leveling is supposed to take time. There's no need to rush everything to level cap.
Very much this. That's the part I don't really understand about the "No, more XP would be bad!" side of the argument. At the end of the day, sidequests are a finite resource. Not saying they should, but even if they gave a full quarter of a level each, you would eventually run out of them. There are 18+ jobs in the game. Even if you could level even a couple of jobs purely on sidequest XP, you'd still have 15 more jobs youi'd have to level through other means.
I’ve always been of the mind that completing an entire zone’s quests should give at least a level’s worth of xp; maybe even a level per “settlement”. (Like say, do all the quests that “pop” once you reach a certain story beat). Also make their minimum xp at least 5% of an entire level.
I would also say instead of marking a quest as “for level 10”, make it “level 10+”. So it doesn’t matter what level you finally do it, you will still get 5% (or whatever) of your level.
I have personally done all the quests in 2.0 to 5.0 simply to get the icons off my map, and clear out my quest log. There were a few good stories in there, but most of it was a slog. I would have been much more invested if I knew I was getting more than 0.001% of a level.
Why? It’s a one time thing. No harm in it giving a significant chunk of xp, especially when you have daily beast quests you can grind.
At the end of the day, doing every single quest you might get what… 2? Maybe 3 jobs to cap? Out of nearly 20?
It's not that more xp would be bad. There's just no point in them spending the time to add more.Very much this. That's the part I don't really understand about the "No, more XP would be bad!" side of the argument. At the end of the day, sidequests are a finite resource. Not saying they should, but even if they gave a full quarter of a level each, you would eventually run out of them. There are 18+ jobs in the game. Even if you could level even a couple of jobs purely on sidequest XP, you'd still have 15 more jobs youi'd have to level through other means.
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