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  1. #1
    Player
    Azuri's Avatar
    Join Date
    Dec 2021
    Posts
    769
    Character
    Azuri Aeru
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    The fact that this topic resurfaces consistently...
    Or maybe it means that this problem is actually worth looking into? Level sync in XIV is hot garbage.
    (1)

  2. #2
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Azuri View Post
    Or maybe it means that this problem is actually worth looking into?
    It really isn't. To be done well, to achieve the goals the devs have in place, that of striking a (near) balance between players across all levels, the entire system would need redesigned from the ground up.

    That is never in any way "worth it."
    (4)

  3. #3
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Azuri View Post
    Or maybe it means that this problem is actually worth looking into? Level sync in XIV is hot garbage.
    For one, to each their own - I enjoy having to operate jobs differently depending on the level range. Having to repeat the same exact rotation regardless of level range once I reach max level would bore me to death more than having less buttons to leverage performance with.

    For another, as many have said before me, the amount of effort and ressources required to actually design LevelSync-but-not-actually-Sync without any of these conditions happening:
    • High Lv Player providing the same value with exponentially greater effort (= unhappy High Lv Player because unfair value:effort ratio)
    • High Lv Player providing more exponentially greater value than Low Lv Player (= unhappy Low Lv Player because powercrept)
    When the former is a thing, it may be subjectively more fun for some, but is generally biased towards new players in value. When the latter happens, the system is biased towards high level players because they have many more broken tools that cannot be affected by scaling.

    Lastly, assuming condition 1 happens and we try to make it fair - how do you even design a system, that dynamically adjusts damage values, potencies, defensive, offensive and restorative properties of each action just to keep the power level of say a Level 90 the same as a Lv50 player? What if the Lv50 levels up mid run? Does the damage of the Lv90 get unnerfed? What if we have a Lv90, 75, 62 and 50 player in one run? Do we scale around the Lv50 player or do we create an average between levels and scale it that way? What about enemy stats?

    Those are all possibilities one needs to consider if they made toolkits available regardless of level for a fair system. This isn't the first time I explained it to someone and no matter of how "boring" a level range is for someone, it is not worth designing a system like this - the workload is astronomical and would span multiple expansions to get right, but at what cost?

    If we want to ask for something, ask for them moving more skills down the list like DRK receiving Stalwart Soul now at Lv40 rather than Lv72. Make jobs less top-heavy in upgrades and more some things down and rescale content and / or potencies around that.
    (5)