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  1. #1
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    I like battle levequests. The only bad thing about them is just how much sp you earn compared to normal. It makes it feel like you have to keep doing levequests, which I suppose in a good way makes you want to party up with more people. But still, I like them overall.

    I like the other levequests as well, but feel that you should be able to get more. You can't help other people with crafting levequests, so it's much more difficult to level your crafter than it is your fighter. Likewise gathering - sure, you CAN combine leves there, but is it worth it? It would make sense if it increased the amount of work you have to do depending on the 'difficulty' but instead you just end up with the leve being done in a very fast timeframe and having to go back to the very slow grind.

    So basically, leave battle as it is, increase the number of gathering/crafting leves you can have. This would require moving gathering leves out of the regional levequest area, but I don't know why they are grouped together like that in the first place.

    I have to say, though, I'd not mind if they did away with levequests altogether. Most people just constantly do leves and then stop playing for 36 hours instead of grinding. Nobody likes doing a grind after a good solid leve-session because everything slows down too much. Again, this mostly affects gatherers and crafters.
    (0)
    doop doop

  2. #2
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    You can't help other people with crafting levequests, so it's much more difficult to level your crafter than it is your fighter.
    I may be wrong here, but I feel that the purpose for doing it this way is because the crafting and gathering leves are, unlike the combat leves, a supplementary method of progressing. And by this I mean, that crafters and gatherers are supposed to participate in the economy and supply ingredients and finished items to the market. Leves are an addition to that which give crafters a way to make progress without being required to participate in the economic life.

    The combat leves on the other hand are the primary method of progression for combat classes, which is why there are the leve-link and leve-share options available. However, the system needs to work in a way that allows for combat classes to actually be able to do as many leves as they want to, with the limitation being that if you want to do more than eight, you need to participate in group-based content to do so. It does not differ from XI aside from giving the players more leeway if needed, right now at least.

    But as long as players are unable to progress at their own pace (with the limitation in mind), the system needs tweaking. Right now it seems that the largest problems are the superiority of leve-linking compared to leve-sharing, the lack of people playing and the lack of mutual interest for groups to look for members and players to look for groups. Once those are dealt with, SE can start expanding the system further (since one of the complaints is that the leves are repetitive). Correct me if I am wrong.
    (1)

  3. #3
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    From what I understand, the game is supposed to be laid out in a way that you could progress through the entire story without ever using a combat class. I don't know WHY, but...
    (0)
    doop doop

  4. #4
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    It's because the game is laid out in a way that you can progress by not fighting at all if you choose (crafting, gathering). Although it would do them well to either combine the two so that fighting isn't compromised for the other disciples to be able to complete the content or remove them from the main scenario quests altogether. They'll still have their own class quests and content either way.
    (0)
    Last edited by Betelgeuzah; 04-25-2011 at 09:24 PM.

  5. #5
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    Wait, how is levefailing efficient? =o
    (1)
    doop doop

  6. #6
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Loony_BoB View Post
    Wait, how is levefailing efficient? =o
    Instead of hoping you would get the best leves again next reset, you fail it so you keep it and it refreshes on reset, so you can do it again. so people eventually have like, Dunesfolk, Riveries, and All Cracked up each reset.
    (0)
    Last edited by Reika; 04-25-2011 at 11:14 PM.

  7. #7
    Player
    Kafeen's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Valega Kazenoko
    World
    Excalibur
    Main Class
    Fisher Lv 80
    I like them as an alternative to fighting random mobs, more as replacement for Fields of Valor than a quest system but I think it needs some changes.

    Drop the 8 leve limit. Accepting 8 at a time is okay, but once they're complete / failed, you should be able to accept more.

    Mobs are currently too easy for their levels. Yesterday I pulled both level 20 Guildleve mobs and a level 13 regular mob with an AOE spell. The level 13 mob was more difficult. They need either higher HP or more DEF or something.

    They're much too short, some of this could be remedied by making the mobs more difficult but maybe the number of mobs / drops needed in the levequest needs adjusted too.

    Needs more variety. There's very few types of quest at the moment. Even if you're not repeating the same levequest, you're often doing the same thing as a different quest anyway. Attack mob X until imps appear, kill mob Y until there's 1 left so it runs away, etc.
    (1)

  8. #8
    Player
    Achi's Avatar
    Join Date
    Apr 2011
    Posts
    42
    Character
    Achi Sweden
    World
    Ragnarok
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Onidemon View Post
    What do you guys think about the leavequests system? Like it or hate it?

    If you were in charge, how would you change it? To me, i don't see any difference between them and regular quests besides the fact that you can chose the difficulty. It reminds me of daily quests in WOW, except that well they are not daily.

    I hate that you can only do 8 every 36 hours and even more that they are always the same.

    They are a big part of FFXIV. They are one of the main features of the game and i think they should be more important/unique/fun... They need to be a bit more complex.

    What do you think?

    I think the system togheter is broken

    1. When you Rank up its almost only leaves or behest

    2. Its going so fast and easy you not need any more abilities then hit hit WS
    or tossing out some cure

    3. First ranks also so fast why waste your time buying low rank equip when you not need it ?

    4. Stats on Equip do you really need it to rank up ?
    the mobs in behest or the leaves going so fast there is no need to tweak your character to get next rank faster

    5. You got all these skills in the classes but how many you got time use before the mobs are dead in behest and the battle leaves ?

    6. In FFXI u had use for the armor and skills here you got Rank 50 before you even got chance try them out

    7. Why wasting time tweak your equip abilities list when you need hit some ws cure to get to Rank 50

    8. The way equip really improved your character in FFXI was a much greater system

    9. Fights in behest battle leaves you really not need anything else then hit hit WS then toss out some cures not to often also
    (0)
    Last edited by Achi; 04-29-2011 at 01:25 PM.

  9. #9
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    I would have been happier if this game released without leves, and we had to grind mobs to level. They should have implemented leves later on, as an option for "solo" play, because right now they don't serve their purpose. They are supposed to be weaker mobs, made for solo players to have something to do when they log on. Right now they're weaker mobs, that we zerg with 8 people with no challenge.

    This game would have been much harder RIGHT NOW without leves. I'm also not exactly sure why they encourage you to party for content specifically designed for solo players. A level30 leve mob has a lot less hp and does a lot less damage than a field level30 mob, again proving that they were intended for solo players.
    (5)
    Last edited by Shiyo; 05-08-2011 at 11:38 PM.

  10. #10
    Player

    Join Date
    Apr 2011
    Posts
    19
    Quote Originally Posted by Shiyo View Post
    I would have been happier if this game released without leves, and we had to grind mobs to level. They should have implimented leves later on, as an option for "solo" play, because right now they don't serve their purpose. They are supposed to be weaker mobs, made for solo players to have something to do when they log on. Right now they're weaker mobs, that we zerg with 8 people with no challenge.

    This game would have been much harder RIGHT NOW without leves. I'm also not exactly sure why they encourage you to party for content specifically designed for solo players. A level30 leve mob has a lot less hp and does a lot less damage than a field level30 mob, again proving that they were intended for solo players.
    Can't agree more with this - because their difficulty is adjustable, there're many players who just choose the easy route and solo them. In short, they are anti-social!
    (0)

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