Instead of outright removing, gradually increase cap with time.
First 4 weeks: 450/week
4 next weeks: 900/week
.1/.3/.5: cap is removed and savage raids are unlocked
Instead of outright removing, gradually increase cap with time.
First 4 weeks: 450/week
4 next weeks: 900/week
.1/.3/.5: cap is removed and savage raids are unlocked



If I have a job at cap I want to get the same tomes if I am running it on a lower level job to level.
Where does it say that it is the entire point of the game is to get said tomestones?https://www.inven.co.kr/webzine/news/?news=311368
(Roughly translated statement) :
"In the current MMORPG, Final Fantasy14, there is a part of what users who play. It’s up to the players to decide how to play in the game. That's why we're trying to figure out how to make suggestions on the game side, help users find what they want to do, or easily tell them what kind of fun content they can do in a limited amount of time.
In the absence of the user disposable time mentioned earlier, we think there is definitely something that we can propose. It is my will that I want to evolve the service in this regard. In the extreme, in fact, four hundred and fifty Allagan Tomestones may not make much sense to those who are not interested in item levels. Then you can think about the mounts, the cosmetics, and the direction in exchange for this.
Last edited by MsQi; Yesterday at 12:37 PM.
"A good RPG needs a healthy dose of imbalance."
https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A




It's the general aura of the entire answer to the question, which had several paragraphs.
He was saying that people play to get 450 tomestones and then don't know what to do so they just logout (this is what we see as activity booms on Tuesdays and weekends with all the weeklies). Those that do know what to do, have figured it out from social interaction.
He's considering therefore having the game make suggestions on what to do after getting the tomestones instead.
But then, people might not value even what they get for 450 tomestones if they don't value gear, so then see no reason to login on Tuesday at all, so the consideration is allowing other things to be bought with it instead.
I understand what is being said, but you know, to many of us, 450 tomestones is just what we get in the first few hours of Tuesday from hunt trains before doing whatever else we want to do. It's almost barely a thought.![]()




Most people aren't paying on a six month basis, but the usual month to month. Without that restriction lulls like we've currently had would have even less reason to stay subbed. Not to mention, unlimited tomes would render their entire gear treadmill obsolete. After all, what purpose does a "catch up" patch serve if you already have access to the better gear? Likewise, crafting gear instantly becomes worthless since why buy i740 when two sets of roulettes nearly gives enough for anything except chest, legs or weapon?For a long time, the weekly tome limit has been in place to keep people playing daily/weekly content, but it just doesn't really make much sense anymore. You subscribe by the month, and get a lower charge for more months at a time. How does forcing people to play week to week just to keep up their gear make sense?
Furthermore, it's always limited people to one or two classes to "main." The game has more than 20 classes. Let people actually work towards their gear at their own pace, let them play as many classes as they wish without arbitrary time gated gear and tome restrictions. Just get rid of this old holdover of 450 tomes a week.
The 450 tome limit is absolutely a subscription incentive and there's zero chance they ever remove it. My only real issue is they should increase it in odd patches to go along with the whole "catch up" mindset. Alas, I suspect they still feel it's too much of an incentive to gamble.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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