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  1. #1
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60

    leveling in 2.0 content over grinding.

    So we know Yoshi wants us to level our classes/jobs through clearing content. That the "camp and grind" will take a back seat for level progression.

    This works well in a game where you have 1 character locked into 1 job/class. There is enough content to consume that will get you from level 1 to cap w/o much repeat.

    So how will this work in XIV when you have 1 character that can be 8 battle classes? Will content be repeatable? aka exp rewards upon each repeat dungeon clear, re-questable missions?

    I'm worried that there is going to be content available with excellent exp/item rewards that will get your first class/job to level 50(cap) but for everyother class/job you take on the content becomes less and less, or rewards aren't as gainful the 2nd/3rd-7th time around which will force us back to square 1, camp and grind.
    (3)

  2. #2
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    My main concern is that given the fact there needs to be enough quests to sustain a system like this they will be very throw away quality quests that are repeatable since as said it's mostly a 1:1 playstyle in MMORPGs, not the kind we have in FFXI/FFXIV.

    If SE were smart about this, they can make monster griding the main progression and quest chaining a supplement to it, much like they did in FFXI with Fields/Grounds of Valour -- barring alliances (in XI) you gain monster kill exp + completion bonus which goes up to 1k-4k a pop and self-repeating.
    (6)

  3. #3
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jennestia View Post
    My main concern is that given the fact there needs to be enough quests to sustain a system like this they will be very throw away quality quests that are repeatable since as said it's mostly a 1:1 playstyle in MMORPGs, not the kind we have in FFXI/FFXIV.

    If SE were smart about this, they can make monster griding the main progression and quest chaining a supplement to it, much like they did in FFXI with Fields/Grounds of Valour -- barring alliances (in XI) you gain monster kill exp + completion bonus which goes up to 1k-4k a pop and self-repeating.
    This imo would have been the best way to go...or a blance of both so you can do either one or both.
    (0)

  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jennestia View Post
    If SE were smart about this, they can make monster griding the main progression and quest chaining a supplement to it, much like they did in FFXI with Fields/Grounds of Valor
    That's exactly what leves are. Killing some mobs, and get an Xp reward for it.

    And besides, progression by grinding is just utterly boring. It was in FFXI and it is in FFXIV although they made levelling much quicker than the old FFXI.

    They should do a lot of class quests. Not automatically enough to go 1-50, but enough to get the vast majority of your Xp that way. Since class quests are...well...tied to your current class, you'd have no problem levelling multiple class on your character.

    And besides, they sould arrange the content like a real adventure. Starting in you town and visiting further and further while doing quests (And earning Xp for exploration). I know some people will flame me for the comparison, but that's what was done in WoW, and it felt much more fluent. It's no accident it's the number one selling MMO.

    If you think about it, off-line FF worked the same way too.
    (8)

  5. #5
    Player
    Searious's Avatar
    Join Date
    Mar 2011
    Posts
    230
    Character
    Arthur Highwind
    World
    Gungnir
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Reynhart View Post
    That's exactly what leves are. Killing some mobs, and get an Xp reward for it.

    And besides, progression by grinding is just utterly boring. It was in FFXI and it is in FFXIV although they made levelling much quicker than the old FFXI.

    They should do a lot of class quests. Not automatically enough to go 1-50, but enough to get the vast majority of your Xp that way. Since class quests are...well...tied to your current class, you'd have no problem levelling multiple class on your character.

    And besides, they sould arrange the content like a real adventure. Starting in you town and visiting further and further while doing quests (And earning Xp for exploration). I know some people will flame me for the comparison, but that's what was done in WoW, and it felt much more fluent. It's no accident it's the number one selling MMO.

    If you think about it, off-line FF worked the same way too.
    I would like this.
    (3)

  6. #6
    Player
    Join Date
    Mar 2011
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    972
    Quote Originally Posted by Reynhart View Post
    And besides, progression by grinding is just utterly boring.
    Yeeeeeppppp
    (4)

  7. #7
    Player

    Join Date
    Jul 2012
    Posts
    18
    What is the difference between completing a leve quest that says kill x number of mobs, or completing a "class" quest that says kill x number of mobs? People try and disguise all these leveling ideas as being different but it just boils down to kill a ton of mobs over and over again, kill a ton of mobs and receive a bonus every once in a while, or kill a ton of mobs in an instance then run the instance over and over. Did anyone really derive far more enjoyment from WoW quest hubs than they do from leves? Its still a grind, and nearly all FF games have required you to grind at some point.

    Unique quests like Maat etc would be great and I hope they add them, but I don't know how they can create enough content like that to level multiple jobs to max level.
    (2)

  8. #8
    Player
    Xikeroth's Avatar
    Join Date
    Feb 2012
    Posts
    147
    Character
    Satheena Mistalle
    World
    Balmung
    Main Class
    Paladin Lv 70
    I'd rather level slower in content based leveling then grind with a group of random people with no set goal in sight at all. The quicker the leveling the worse the game experience. I was a huge fan of FFXI until abyssea came out and turned the game to garbage.

    Content based leveling will also make gear slightly more important (if slower)and will help crafters of all brackets. The xp party grinds at our current speed makes almost everything worthless. Content has more importance in an MMO then leveling speed. It should be quick, but not quick to the point you can reach level cap in no time with almost no effort.

    Lower level players and new players are bored and quit before they hit 20-30 because of nothing to do. Toto-rak is a pathetic joke as far as content goes. the time limit makes it a turn-off and the fact they have to wait til that level range to do it is discouraging.

    Lets not forget: games with content based leveling destroy BOTH FFXI and FFXIV combine in sales and population. I think if you add FFXI and FFXIV's population together you don't even get 5% of WoWs overall current population. Not to mention the off-spins of WoW have a higher playerbase then both FF games as well. Even free-to-play MMOs can turn a better profit if enough play them.
    (1)

  9. #9
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Xikeroth View Post
    Lets not forget: games with content based leveling destroy BOTH FFXI and FFXIV combine in sales and population. I think if you add FFXI and FFXIV's population together you don't even get 5% of WoWs overall current population. Not to mention the off-spins of WoW have a higher playerbase then both FF games as well. Even free-to-play MMOs can turn a better profit if enough play them.
    Actually, if you combine them, you'd have about 5-6% of WoW's population.

    Which spin-offs are you referring to?
    (0)
    Last edited by Mirage; 08-13-2012 at 07:57 AM.

  10. #10
    Player
    Join Date
    Mar 2011
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    972
    Quote Originally Posted by Xikeroth View Post
    The quicker the leveling the worse the game experience.
    While this statement is true for the majority of those who loved ffxi and possibly other games, the fact is that the majority of gamers around the world would have to disagree with your statement for various reasons which have been discussed to death on these and every other gaming forum. In my opinion, if they lower the exp gained per hour, they should also lower the final planned cap. Just because this is final fantasy does not mean the cap has to be 99 (viii kind of killed that tradition anyways).

    There are many benefits to lowering final planned cap & lowering exp gained/hour:
    1) You don't have to change camps every 15 minutes
    2) Having the freedom of a wider min/max level gap for experience parties compared to FFXI is pointless if you are changing camps every 15 minutes, especially if the highest lv member has a mountain of rested xp, and the lowest lv member has none
    3) Gear lasts longer in relation to your level
    4) Greater sense of accomplishment for attaining a level, ie: not cheapened

    I'm sure there are more examples of why this would benefit the game but I'm in a rush, I just wanted to throw this out there. Either way, having this discussion on the forums at this point in time is probably just redundant. I would certainly hope that the dev team already has enough 'real' & individual content lined up to keep a newbie entertained for at least 80 hours of game play. Repetitive and senseless grinding is a relic of the past, a major indication that there are system/ funding limitations at play. Some aimless grinding is a good alternative, but to force consumers into this in this day and age will drive them away.

    Quote Originally Posted by Mirage View Post
    Actually, if you combine them, you'd have about 5-6% of WoW's population.
    WoW is free to play now, and for a good reason. Irrelevant data is irrelevant.
    (1)
    Last edited by JackDaniels; 08-13-2012 at 11:28 AM.

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