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  1. #1
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    After reaching level 100 I think it would be silly if we just increase 10 levels each expansion so I have imagined a progression system that I think could improve endgame:

    All character will reach level 100 and I believe it is time to stop increasing the cap and introduce a new system that will change game vertical progression to partially horizontal progression, improving replayability.
    ...

    please let me know your opinion
    This sounds like it was taken from another game where it doesn't work, also see the original relic quest where you had to collect 75 alexandrite, 12 atmas, 8 books with like 30 some odd fights/dungeons to do each.

    Like what I want is there to stop being "5 new sets of gear" per expansion that are largely thrown away in favor of the tomes/raid gear. Like how many people used the relic armor? (the only armor that has a logical class lock)

    What I would like is that they flatten the gear creep. Instead of 5 new sets of disposable gear for the expansion and another 7 for the raids, only put out one new gear set for the expansion and one for each raid set. Let Square-Enix make these gear sets have individual identities like the relic gear instead of being grouped into 5 job roles.

    Then ripping a page out of the original relic quests, make the pieces of gear have an EXP curve on them. Fighting with each piece of gear adds experience to them like the "spiritbond" and then it gains additional ilevel ranks, and getting the glowing/sparkles effects when they have maxed out. None of this hunting down easy trash mobs, simply using the gear to fight equal-or-higher mobs is enough. Experience is only gained on the gear if you do expert dungeons or raids at synced.
    (5)

  2. #2
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by KisaiTenshi View Post
    This sounds like it was taken from another game where it doesn't work, also see the original relic quest where you had to collect 75 alexandrite, 12 atmas, 8 books with like 30 some odd fights/dungeons to do each.

    Like what I want is there to stop being "5 new sets of gear" per expansion that are largely thrown away in favor of the tomes/raid gear. Like how many people used the relic armor? (the only armor that has a logical class lock)

    What I would like is that they flatten the gear creep. Instead of 5 new sets of disposable gear for the expansion and another 7 for the raids, only put out one new gear set for the expansion and one for each raid set. Let Square-Enix make these gear sets have individual identities like the relic gear instead of being grouped into 5 job roles.

    Then ripping a page out of the original relic quests, make the pieces of gear have an EXP curve on them. Fighting with each piece of gear adds experience to them like the "spiritbond" and then it gains additional ilevel ranks, and getting the glowing/sparkles effects when they have maxed out. None of this hunting down easy trash mobs, simply using the gear to fight equal-or-higher mobs is enough. Experience is only gained on the gear if you do expert dungeons or raids at synced.
    I don't like how each patch we throw our gear.. if every expansion I think it is fair..

    why not just experiment some kind of gearing system that could implement replayability? i think that would be awesome..

    I think each major patch their should be item level increase but not every patch.. I think it is silly and lazy
    (2)

  3. #3
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    While a gear overhaul to make it more interesting would be great, I think just increasing the ilvl steps would give people some extra goals.

    Use more xx5 ilvl gear to bridge gaps and mix the secondary stats more, improve secondary stats so that speed isn't hindrance to most Jobs etc.

    Eventually allow stuff like upgrading Alliance raid pieces with Savage tomes for alternate secondary stat versions of savage level gear or make it ever just slightly better to make alliance raids more worthwhile than running once for them and to keep savage bit mroe alive during the off-patches. There's lot's of options.

    Just gerenally having different paths to gear from long-ish basic grinds to combination of different stuff. You could give some extra utility to crafters, even if it requires expert recipes to further tweak gear obtained from different places.
    (0)

  4. #4
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    I actually think some modicum of horizontal progression in XIV would help.
    I'd at least like for old gear to be upgradable to match current new gear- like, an old relic weapon that you can enhance to the current ilv by doing current content.
    This would give you many options for gear instead of the current "savage or tomestone" dichotomy we've had for ages.
    Some people here are echoing that sentiment.
    I also think there are some inoffensive traits gear could have, like adding an extra gapcloser charge or lower the cooldown of swiftcast by 10s in exchange for some raw stats.
    I don't want them to go crazy with traits, but minor things like that might provide situational utility in some fights.
    (8)

  5. #5
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    I dont think your proposal works really and someone else mentioned.
    Also are you aware how much work it would be to go back and add elemental properties to each enemy in the game?

    From what we currently know CBU3 doesnt want to add more levels so level 100 is the End. thats true.
    if they stick with it is diffrent story but currently thats were we are. But while Yoshida didnt say much the new progression seems very much not Item based, they spoke about talents, skill points and ability modifications.
    Considering Higher Numbers is what they want to avoid because they dont want a second numbercrush i think Items will have a shallow progression from then.
    (3)

  6. #6
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    720
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Ayalu View Post
    I dont think your proposal works really and someone else mentioned.
    Also are you aware how much work it would be to go back and add elemental properties to each enemy in the game?
    I feel like the OP just posts any new topic they can think of the moment one of their threads isn't on the first page without much thought.
    (5)

  7. #7
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ayalu View Post
    I dont think your proposal works really and someone else mentioned.
    Also are you aware how much work it would be to go back and add elemental properties to each enemy in the game?

    From what we currently know CBU3 doesnt want to add more levels so level 100 is the End. thats true.
    if they stick with it is diffrent story but currently thats were we are. But while Yoshida didnt say much the new progression seems very much not Item based, they spoke about talents, skill points and ability modifications.
    Considering Higher Numbers is what they want to avoid because they dont want a second numbercrush i think Items will have a shallow progression from then.
    not for each enemy.. just for the next content..

    skill points and talent tree is the worst idea that could have been done to FFXIV and I don't believe that it would work..

    for example:
    if you play monk and there is 2 talent trees then 1 should be better even at 1% dps.. or gameplay will be the same.. at this point just do new job why bothering.

    but if talent tree that will be implemented has "change role" I agree it would be better.

    like playing monk as tank or as healer.. changing kit but same weapon.
    or dark knight as DPS / machinist as tank (actual tank) that would work 100%.

    but gearing currently is so replaceable sometimes I say to my self why farming new extreme?
    just wait next tomestone.

    that is my issue with the current system
    (2)

  8. #8
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    If this is already implemented in gathering why not for battle jobs?



    for balance?
    I see how Warrior is balance currently with no gearsets which is the best tank in the game by far
    (3)

  9. #9
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    If this is already implemented in gathering why not for battle jobs?



    for balance?
    I see how Warrior is balance currently with no gearsets which is the best tank in the game by far
    That's a relic item (purple), that is literately the thing I said we should not do.
    "Splendorous Tools", even to get there you need to do 7 types of grinding, and then of course DT comes out and now you gotta throw it away.

    Zodiac: 8
    Anima: 8
    Eurekan: 16
    Resistance: 6
    Manderville: 4
    Eurekan (Armor): 8
    Resistance (Armor): 5
    Mastercraft (Tools): 3
    Skysteel (Tools): 6
    Splendorous (Tools): 8

    What happens when the next patch comes out? You throw these away, making it entirely pointless to ever even start the grind.
    A much simpler scheme is to simply "level from use", weapons from fighting FATE/Dungeons that are equal or higher than the player
    Armor, same.
    Tools, is difficult to really establish because people would just grind out garbage to level them and then you get 200 people at the same mining node for a three months. Collectables suck, but it at least keeps people from just getting gated. But it makes the game's entire crafting and gathering completely pointless.

    Anyway what I want to see is players able to just take whatever gear they like, stage 0 it's exactly the same as normal
    Stage 10, it's the same ilevel as current tomes gear. If you really like that ilevel 130 gear and want it to glow like 690 gear, now you can.
    Applying any kind of "prefix of (item name) suffix + X" just turns it into a multi-dimensional grind like the original relic weapons wound up being and then you threw them away in HW.

    What I do not want to see are gear items turning into horizontal grind fests, because that always ends up destroying the game because most players can't keep up.
    (1)

  10. 07-13-2024 12:38 PM
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