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  1. #1
    Player
    Hana_Monogatari's Avatar
    Join Date
    Oct 2021
    Posts
    29
    Character
    Hana Monogatari
    World
    Sargatanas
    Main Class
    Black Mage Lv 90

    Apply Unreal setting in DF

    There should be an Unreal toggle in the Duty Finder settings. Any fight would have an algorithm scale up their level/HP/dmg to current max level.

    (When Unreal was first announced I thought the devs were testing the waters for this exact idea. I am not sure this is actually the case anymore, but it seems like a shoe-in for future-proofing the next 10+ years of FFXIV.)
    • Past Unreals would serve as a template for a scale-up factor, a formula applied to boss health and damage output and taking into account things like ilvl requirement on release and expansion quirks (i.e. no ARR/HW crits).
    • Since these Unreals would not be relevant for endgame progression, fights that are too easy or hard could be manually scaled in smaller patches based on feedback with little effect on hardcore players.
    • I am not sure whether having fights scale to either a fixed iLVL (like current Unreals) or to current Raid BiS iLVL would be better, since not being able to use current gear/materia is always sad. The tradeoff is the Unreal algorithm would have to account for player progression every major patch, which is more up-front work.
    • Completing past fights (Savages, old Ultimates) could offer unique rewards for clearing them on Unreal (mounts, titles, Adventure Plate designs).
    • Although the current Faux system is nice for rewards and weekly content, this could still be implemented by having a weekly Unreal target for bonus Leaves, like the Blue Mage Log.
    Doing old content again would be incentivized for both new players, who could experience things like the fabled Living Liquid in all its HW glory, and older players, who could get rewards and replay memorable fights for fun.

    lv70 Ultimates especially have not aged well for dps checks/difficulty, so these would also be massively improved by this option.

    Please consider! Thanks! :)
    (1)

  2. #2
    Player
    raelgun's Avatar
    Join Date
    Aug 2013
    Posts
    782
    Character
    Thendra Cyril-gun
    World
    Zodiark
    Main Class
    Thaumaturge Lv 90
    Nope, they won't do this as the current system is used to pad patch notes every patch
    (3)

  3. #3
    Player
    kevin_satron's Avatar
    Join Date
    Apr 2021
    Location
    Gridania
    Posts
    313
    Character
    Kevin Satron
    World
    Typhon
    Main Class
    White Mage Lv 100
    nah, the ilv sync in this game is already weird enough, make all of them scale up to current will cause unbalance.
    (1)

  4. #4
    Player Deveryn's Avatar
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    Aug 2020
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    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    There's a reason we only get one unreal every patch. Everything has to be balanced to the current level cap. You can't just toggle a level up and not have it be a total faceroll.
    (6)

  5. #5
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,300
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Hana_Monogatari View Post
    There should be an Unreal toggle in the Duty Finder settings. Any fight would have an algorithm scale up their level/HP/dmg to current max level.
    If it was as simple as that, they would already be doing it. Think of it like this. The fight was designed for how the game worked back in that expansion and a lot of things have changed. For example, the way Leviathan reflected damage when scaled up to level 80 killed tanks too easily so they had to change it. We regularly get potency increases as well. If they leave the unreal active, it will eventually just become like the extreme version and want increasing in level and scaling so there isn't much point.

    Another thing they want to do is draw a lot of people into the same duty, which is the effect of cycling it.

    I don't think they should try to scale them up. I just wish there was a blue mage log-like system or a wondrous tails-like system for doing old content with Minimum IL and Silence Echo settings.
    (2)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  6. #6
    Player
    Amarande's Avatar
    Join Date
    Nov 2014
    Posts
    244
    Character
    Miyako Aikawa
    World
    Goblin
    Main Class
    White Mage Lv 100
    Yeah, I'm pretty sure that the Unreal fights have to be manually tuned for the current max level, it's not just a "up all the stats algorithmically and done" setup.

    This can also get messed up on, which is why we had womp womp episodes like Shiva (where many veteran raiders felt the DPS check was way, way, way too tight, which wasn't even the case with the OG level 50 Shiva EX).
    (0)

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