Even though I'm not necessarily a huge fan of quest chaining, it's still better IMO than mob grinding for 50 levels. At least this way, there's a chance to enrich you in the lore of the world more directly as you level.



I don't mind quest leveling that much...but it takes a bit away from the social aspect of the game. In XI and L2 when grinding on XP mobs I actually had to function in a group as a whole...not just alone. >< It taught me a lot about the game and how my job workedEven in Aion that has quest grinding, you can also make a PT and go into the "strongholds" and do regular exp pt.
But yea this is Final Fantasy...and FF is known for new, innovative ideas and game breaking/changing ideas. That is the standard that Sakeguchi gave that company when he ran it. That is why all the old FF's got very high reviews (And dont forget Chrono Trigger) because they were so innovative that they changed the way gaming worked.
They would set new high standards for RPG's. That is what I still except from my favorite game company. Now...having the wow/aion quest grinding is far form innovative and game breaking. I except much more from Yoshi and SE. I have high hopes that 2.0 will be like what FF7 did for video games (Not just RPG's) which is why I am hoping it is not just copy/paste system of Aion and wow![]()


There is no reason why quest leveling and party leveling couldn't coexist. I've often spoken, like Yoshida seems to have done too, of 2 different avenues of progression within one single game: One through which you acquire experience in solo conditions, and another one, perhaps more rewarding in exp, in which you do it within group. Party leveling could be achieved both through collective questing, or through collective grinding (camps). There could be two branches in the quest tree, corresponding to these two avenues. Players could alternate play styles and choose which path to follow in any given day.I don't mind quest leveling that much...but it takes a bit away from the social aspect of the game. In XI and L2 when grinding on XP mobs I actually had to function in a group as a whole...not just alone. >< It taught me a lot about the game and how my job workedEven in Aion that has quest grinding, you can also make a PT and go into the "strongholds" and do regular exp pt.
But yea this is Final Fantasy...and FF is known for new, innovative ideas and game breaking/changing ideas. That is the standard that Sakeguchi gave that company when he ran it. That is why all the old FF's got very high reviews (And dont forget Chrono Trigger) because they were so innovative that they changed the way gaming worked.
They would set new high standards for RPG's. That is what I still except from my favorite game company. Now...having the wow/aion quest grinding is far form innovative and game breaking. I except much more from Yoshi and SE. I have high hopes that 2.0 will be like what FF7 did for video games (Not just RPG's) which is why I am hoping it is not just copy/paste system of Aion and wow
It's the purpose of the Armory System with classes and jobs.There is no reason why quest leveling and party leveling couldn't coexist. I've often spoken, like Yoshida seems to have done too, of 2 different avenues of progression within one single game: One through which you acquire experience in solo conditions, and another one, perhaps more rewarding in exp, in which you do it within group. Party leveling could be achieved both through collective questing, or through collective grinding (camps). There could be two branches in the quest tree, corresponding to these two avenues. Players could alternate play styles and choose which path to follow in any given day.



I'd create as many class-specific quests as possible. So say you're in Hyrstmill. As a MRD/WAR you see one aspect/story of hyrstmill. As a GLA/PLD you see a different story involving hyrstmill. As an ARC/BRD you see yet another story involving hyrstmill. And so on. You could then have some quests make references to the other quest lines as a way to entice the player to change classes later and do that quest line to see how it all fits.
It's not kind on resources and whatnot, but it's an idea.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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Even in Aion that has quest grinding, you can also make a PT and go into the "strongholds" and do regular exp pt.
) because they were so innovative that they changed the way gaming worked.



