Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast
Results 21 to 30 of 48

Thread: 8.0 Max Level?

Hybrid View

  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,393
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Asari5 View Post
    seeing how quite a few people react when they dont see any progress in patchquests towards maxlvl/endgame i'm not sure if its good to abandon lvl.
    its like people just cant enjoy the way. xD
    That is a common reaction to the slowdown in progression during patches, yes. But I believe it happens because prior to it, they got lots of experience gain then it suddenly grinds to a halt. They are unaware that the patches used to be "max level" quests since from their perspective the story is rather seamless, so they probably assume they are doing something wrong or that there is a bug. If they removed level as a form of progression entirely, then at least it would be a consistent experience and the progression would happen some other way, such as by gaining abilities directly and this being tied to completing certain MSQ quests.
    (0)

  2. #2
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,722
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Doesn't matter what system they use, it will end up being the equivalent of gaining 10 levels. Even if there was some sort of skill tree, with the way the game currently is, you just gain points over time and, by the end of the story, you will have enough to max out the '8.0' tree.

    I also do not see FFXIV going for more horizontal progression, the game is not setup in that way and, unless there is a massive shift in many aspects of the game, it isn't going to happen.

    I, personally, have no issues with going past 100. At the end of the day, it is just a number.
    (4)

  3. #3
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mikey_R View Post
    Doesn't matter what system they use, it will end up being the equivalent of gaining 10 levels. Even if there was some sort of skill tree, with the way the game currently is, you just gain points over time and, by the end of the story, you will have enough to max out the '8.0' tree.

    I also do not see FFXIV going for more horizontal progression, the game is not setup in that way and, unless there is a massive shift in many aspects of the game, it isn't going to happen.

    I, personally, have no issues with going past 100. At the end of the day, it is just a number.
    I think armor not changing but skill being able to be upgraded give also more possibilities in itself and could adapt to someone playstyle numbers are fun to see up for sure. but I do think the more up they go the more number squish they will do so stoping at 100 stop the squish from really happening well at least to massively.


    like now we see higher number then in shb and when EW released we want way lower being weird as hell
    (0)

  4. #4
    Player
    ACE135's Avatar
    Join Date
    Sep 2013
    Posts
    1,182
    Character
    Minah Denma
    World
    Ragnarok
    Main Class
    Archer Lv 100
    I'm for keep going to level up further. All other things would make it too complicated and prone for unforseen errors or other things.
    (0)

  5. #5
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,577
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Great time to do an even n/2 and just half the numbers for everything.
    Back to level 50 we go for this expansion. You'd beat ARR at 25, etc.
    (2)

    http://king.canadane.com

  6. #6
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,507
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    110 is the easiest thing to do from the dev side, so its going to be 110.
    (6)

  7. #7
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    820
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    The gearing up system would need a shake-up if they are going to stop doing levels. Gear set bonuses, gear pieces with unique effects. Each expansion adding sidegrades or different play styles influenced by what you have equipped. To go horizontally in power than vertical.
    (2)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Not really interested in seeing the levels go even higher than 100, but ultimately it'll probably make no different unless they can come up with some cohesive philosophy for customization after taking every step to increasingly remove it from the game.


    Quote Originally Posted by Raikai View Post
    It sounds like a nice idea, but XIV may run into the "parasitic power systems" problem that WoW had, which means adding expansion-only power features that changed classes so intrinsically (not just stats or passive effects, but changing actual rotations) to the point that felt horrible when the expansion ended and those were either discontinued or obsolete.
    Potentially. Though, we also face that every expansion we see increased dumbing down of jobs in an absolute sense rather than merely compared to some addition we had brief access to.

    Hopefully, if we see limited-time expansions of our kits, they'll come with an understanding that the player favorites will get polished and baselined into the core job experience.

    Quote Originally Posted by Chasingstars View Post
    The gearing up system would need a shake-up if they are going to stop doing levels. Gear set bonuses, gear pieces with unique effects. Each expansion adding sidegrades or different play styles influenced by what you have equipped. To go horizontally in power than vertical.
    Deserve, maybe, but the only "need" for them to continue doing what they've been doing without "levels" is to just have the 3rd MSQ/leveling dungeon's gear require "Rank 5 Mastery" to equip, sadly.

    I also want to touch on this idea of "horizontal" vs. "vertical". Or, more importantly, where expansion and restriction end up just two sides of the same coin, so to speak, unless development is committed to a large amount of work (hidden for now for page-scroller's convenience):

    Short of that commitment, both "vertical" and "horizontal" progression are essentially just descriptions of what extra hoops you have to go through to arrive finally at decent gameplay.

    Here, in XIV, it means you don't really get a fulfilling kit until around level 70, at which we arrive at our 25 or so skills (though likely inadvertantly fewer skills and therefore a higher level required with each further expansion and consequent round of job simplifications). Rather than the kit being slowed only insofar as to keep players from being overwhelmed while leveling, having that sense of "vertical" progression can require trickling out the goodies, lest the end result be too bloated or, more importantly, too much work be required.

    In other, "horizontal" games, it may mean that you have 100 choices to pick from, but get only some 15 of those anyways, since it's that much harder to ensure any sort of cohesion or balance between those fractured combinations. You may get, in essence, a DRG capable of Geirskogul, Wyrmwind, Nostrand, and Mirage Dive, or a DRG capable of High Jump, Dragonfire Dive, and Starkiller, but not both. That's not always the case, mind you, but if trying to keep costs down as is done in XIV... yeah, you're probably going to be trading the actual breadth of skills you can use simultaneously (e.g., in any single span of combat) for breadth of skills that you can choose from.

    An easy way to think about it is Cleric Stance before vs. healers' frequent requests for more offensive actions today. Today, if Cleric Stance were returned, many would probably hope that it takes our remaining few offensive spells off our bars and replaces them with this single button but then having that button (Cleric Stance) swap many of our healing skills over to attacks, ultimately increasing the total number of healer actions (especially, healer attacks). But, instead, it simply --in effect-- greyed out either 25% of our kit or 50% of our kit, with us merely choosing which half of our kit (after utility actions like Repose, Raise, Swiftcast, Sacred Shroud, Surecast, etc.) to be allowed access to. "Choice" only in the sense of emphasizing (and making clunkier) the choices we already had without it.

    That second, lower-effort, more-constrained outcome is all too often called "horizontal progression", too, and when tacked onto an existing system, often just means that some of your skills are devalued and others overemphasized, leading to a worse gameplay experience. So, while I'd normally be all for it, I admit XIV makes me wary of how it might be added...



    ...On that note, any idea what you'd all want to see, or would not want to see from it?
    (0)
    Last edited by Shurrikhan; 07-28-2025 at 04:34 AM.

  9. #9
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Canadane View Post
    Great time to do an even n/2 and just half the numbers for everything.
    Back to level 50 we go for this expansion. You'd beat ARR at 25, etc.
    honestly it would make everything more balanced not gonna lie and everything would be just stat wise upgrade
    (1)

  10. #10
    Player
    MayuAmakura's Avatar
    Join Date
    Jun 2024
    Posts
    616
    Character
    Mayu Amakura
    World
    Alpha
    Main Class
    Ninja Lv 100
    We all know what will happen, they are very predictable and using same old garbage formula

    - Level 110 cap
    - 1 new spell at level 110
    - A few minor tweaks at around 102/104/106/108 levels. Like reducing cooldown of addler by 5 seconds and increasing potency of spells.
    - Potentially removing some of nice spells that we enjoy and making sure classes are even more dumb than they are now.

    Very fun
    (3)

Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast