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  1. #1
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    697
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100

    Discuss: Should new jobs start at level 1?

    This is a topic I think is worth discussing, at least recently more than in the past.

    I know they're thinking of what to do past the lvl 100 cap in 7.0, but with new job(s) comes an increased starting level.

    The main issue that I've seen experienced is that for new players (and perhaps even some vets), it can be quite overwhelming to have a mid to high level kit when just starting out the job due to the sheer amount of abilities you start out with. Experience gain is so fast that they can start trying out jobs like Gunbreaker and Sage early.

    What happens here is that for some people, this could be their first time trying out tanking or healing, and they're being shoved into level 60/70 content and are trying to find their ground instead of starting from level 1 and learning gradually more comfortably, like with Gladiator or Conjurer.

    This of course can be fixed by whacking the dummy and reading tooltips or watching a video. That's not always guaranteed for the other players entering the instance, though, so they potentially get someone who flat out doesn't know the basics of their kit.

    What do you think?
    (3)

  2. #2
    Player
    Elkanah's Avatar
    Join Date
    Sep 2014
    Posts
    905
    Character
    Shikaree Sinhunter
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Zairava View Post
    .
    All the playerbase needs to do is READ their tool tips. 85% of the community can't do that already, and 90% of the community cant do basic mechanics in a dungeon without dying. There's no point in fixing the mechanic of level 1 to 99 if players are just bad in general (cause they dont wanna learn).
    (15)

  3. #3
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    697
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Elkanah View Post
    All the playerbase needs to do is READ their tool tips. 85% of the community can't do that already, and 90% of the community cant do basic mechanics in a dungeon without dying. There's no point in fixing the mechanic of level 1 to 99 if players are just bad in general (cause they dont wanna learn).
    Yeah, I can agree with that. The same reason I wish they'd take a few steps back regarding job design.
    (1)

  4. #4
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    Low level tank/healer don't really teach you anything meaningful about how the classes play at high level anyway. Hell, for healers it actually installs bad habits (with the kits as they are now) that you need to *unlearn* to play well at higher levels. Maybe it's different for DPS which haven't regularly had their abilities removed and recycled into higher levels, but I can't think of a single reason to start any class lower than 50 these days, there just aren't enough abilities in the lower levels now. Progression's a lot different than it was back in ARR.
    (6)

  5. #5
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    697
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Icecylee View Post
    Low level tank/healer don't really teach you anything meaningful about how the classes play at high level anyway. Hell, for healers it actually installs bad habits (with the kits as they are now) that you need to *unlearn* to play well at higher levels. Maybe it's different for DPS which haven't regularly had their abilities removed and recycled into higher levels, but I can't think of a single reason to start any class lower than 50 these days, there just aren't enough abilities in the lower levels now. Progression's a lot different than it was back in ARR.
    Honestly, the progression is a problem in itself.

    They improved that for Monk with EW launch, I'd like to see them improve the leveling experience for the other jobs as well.
    (3)

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,286
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    You could have the new classes start at level -90 and make them level up 190 times to get to level 100 in the next expansion, it doesn't change the fact that some people just don't read their tooltips, don't care to improve, don't want to take advice etc. The 'tutorial' of levelling the class does not work for a lot of players. As an example, at what point does the game tell a new player that the potency of a DOT is dealt once per 3 seconds? When someone sees 'deals unaspected damage over time with a potency of 40, duration 30s' on their DOT, I can completely see why someone would not use it. 'Stone's like 210 potency, and this is only 40? Why would I use this it's weak af' because it doesn't tell the player (at least to my knowledge) that it does '40 per 3 seconds, for the duration listed, therefore 400 in total', they can just as easily interpret it as '40p total, over the 30s duration', making it average out to like 1.5 per second which sounds absolutely trash

    I don't think the game ever told me what Refresh (status) did either, I had a bit of a moment at level 35ish levelling WHM where I couldn't work out how to get MP back (not realizing it was Shroud of Saints), luckily a quick Google helped solve that one, but point stands: important things like 'how DOTs work' and 'how do I get MP back' need to be explained ingame, if they are not already.

    Also yeh, if new classes were forced to start at level 1, then the whole 'oh get 10 levels so you can play the new expansion as the new class' becomes 'oh get 90 levels first', that'd take so so long for zero gain. In fact, I'd rather have it the opposite: People who preorder expansion and register the code (and therefore cannot refund anymore, they've 'locked in' their purchase) should be able to pick up the new classes, two weeks before the launch of the expansion. This gives them 2 weeks to get those 10 levels, allowing them to do the story at the same time as everyone else
    (8)

  7. #7
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,563
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    You could have the new classes start at level -90 and make them level up 190 times to get to level 100 in the next expansion, it doesn't change the fact that some people just don't read their tooltips, don't care to improve, don't want to take advice etc. The 'tutorial' of levelling the class does not work for a lot of players. As an example, at what point does the game tell a new player that the potency of a DOT is dealt once per 3 seconds? When someone sees 'deals unaspected damage over time with a potency of 40, duration 30s' on their DOT, I can completely see why someone would not use it. 'Stone's like 210 potency, and this is only 40? Why would I use this it's weak af' because it doesn't tell the player (at least to my knowledge) that it does '40 per 3 seconds, for the duration listed, therefore 400 in total', they can just as easily interpret it as '40p total, over the 30s duration', making it average out to like 1.5 per second which sounds absolutely trash

    I don't think the game ever told me what Refresh (status) did either, I had a bit of a moment at level 35ish levelling WHM where I couldn't work out how to get MP back (not realizing it was Shroud of Saints), luckily a quick Google helped solve that one, but point stands: important things like 'how DOTs work' and 'how do I get MP back' need to be explained ingame, if they are not already.

    Also yeh, if new classes were forced to start at level 1, then the whole 'oh get 10 levels so you can play the new expansion as the new class' becomes 'oh get 90 levels first', that'd take so so long for zero gain. In fact, I'd rather have it the opposite: People who preorder expansion and register the code (and therefore cannot refund anymore, they've 'locked in' their purchase) should be able to pick up the new classes, two weeks before the launch of the expansion. This gives them 2 weeks to get those 10 levels, allowing them to do the story at the same time as everyone else
    You know, it would actually be a lot more clear if DoT tooltips read like this instead:

    "Deals unaspected damage with a potency of 400 over the span of 30 seconds (40 potency every 3 seconds)"
    (7)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,632
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    If you want people to learn, you'll need a combination of real challenges that aren't so lenient as to allow most members to fail the learning check without any unavoidably noticeable feedback of that failure and enough intuitive... and on-demand support to make how to improve both in the moment and in the future to be understandable to nigh every player.

    Without a decent 'difficulty curve' to curate learning opportunities, the 'learning curve' becomes a third-party / optional happenstance, because it literally has neither decent access nor featured reward in-game.
    (4)

  9. #9
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,217
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Zairava View Post
    I know they're thinking of what to do past the lvl 100 cap in 7.0, but with new job(s) comes an increased starting level.
    I can only recommend they do a level squish, the first job should still take the same time as now to get to max level, but secondary jobs need to level a lot faster, or how will newer players ever be able to catch up to the current expansion.
    As it is now, you need to run each dungeon 3-5 times then proceed to the next higher dungeon.
    oh you want to play a healer? better grind those exp for weeks from 1 to 100, tough life, it is already really hard to get new players ready for the current content.
    The amount of time it takes for new players to level, unlock all the content, get gear is such a big demand on their time already.

    ARR = Level 1-30
    HW = Level 30-35
    SB = Level 35-40
    ShB = Level 40-45
    EW = Level 45-50
    ??? = Level 50-55
    (4)

  10. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,286
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Arohk View Post
    I can only recommend they do a level squish, the first job should still take the same time as now to get to max level, but secondary jobs need to level a lot faster, or how will newer players ever be able to catch up to the current expansion.
    As it is now, you need to run each dungeon 3-5 times then proceed to the next higher dungeon.
    oh you want to play a healer? better grind those exp for weeks from 1 to 100, tough life, it is already really hard to get new players ready for the current content.
    The amount of time it takes for new players to level, unlock all the content, get gear is such a big demand on their time already.

    ARR = Level 1-30
    HW = Level 30-35
    SB = Level 35-40
    ShB = Level 40-45
    EW = Level 45-50
    ??? = Level 50-55
    I'd do similar, but halve everything after next expansion. We'd be at level 100 going into what should be 110, we halve everything so that anyone who was level 100 is now 50. Divide every level requirement for duties ingame already by 2, and round down any decimals to an integer number. Then you have ARR 1-25, HW 25-30, SB 30-35, SHB 35-40, EW 40-45, 7.0 is 45-50, and the new expansion can be 50-60 if they want, this buys them 5 more expansions of time. Dividing all levels by 2 makes it easy for the maths on what level content goes at too. TEA is now level 40. UCOB/UWU are level 35. A levelling dungeon example, Bardam's Mettle (65) becomes level 32 (should be 32.5, but rounds down), etc
    (2)

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