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  1. #61
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Guevara View Post
    I would want to go in a dungeon (let's say Toto-rak) with a Lv50 class cause I might want to farm equipment for a lower level class I have. I don't see why I shouldn't be able to do so.

    Why should I be able to go and one-shot a NM in the open world and get a lower level weapon for a class I wish to level, and not quickly run through a dungeon in order to do the same.

    As I said forcing LV-Sync is OK in some situations (Ifrit-weak, maybe storyline quests) but not in repeatable content like dungeons...

    ...if they force lv-sync in dungeons, then they should force lv-sync also in the open field.... "wanna fight a Lv10 coblyn?. well, you will be scaled to a lv10 character".


    On the other hand, if they let us choose to lv-sync or not, people like yourself (and myself also) with all classes at 50 will be free to go in a dungeon enjoying a challenging experience as a lv25 character or to just stay lv50 and speed through it for farming purposes.
    This is pretty much the only thing you'd be missing out on and it helps balance other content. I suggest if you are one of the people who farms gear from Toto Rak for Grand Company Seals that you do as much of it as you can while you can.

    With putting a level cap on dungeons it'll force you to play the dungeon the way the devs balanced it. You may want to start considering other activities for Seal accrual such as Caravan Escort or higher level dungeons with a static group.

    I personally will be welcoming level sync with open arms. It'll be nice to enjoy the lower level content again as it was meant to be experienced. This also encourages the development team to continue to release lower level content instead of end game content exclusively.

    While there were gripes abound with level sync in Final Fantasy XI, this game isn't nearly as team grind centric as its predecessor. The level sync that applies to XI is a completely different animal than the one that applies to XIV. You can effectively solo experience in XIV while you couldn't so much in XI pre Crystalline Prophecy. You can also be power leveled with significant ease in XIV more so than in XI so the "people don't know how to do their jobs" argument doesn't really apply either unless you abolish the power leveling but even then, it seems that XIV is focusing more on event fights rather than exp. grind party mechanics so training in a trash mob grind situation doesn't apply to fighting in an event situation.

    Level sync should have existed upon release of XIV considering the playstyle and demographic the dev team has been going for since XIV's release. I'm glad we're finally getting it.
    (0)
    Last edited by Rhomagus; 09-11-2012 at 09:41 AM.

  2. #62
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,987
    Quote Originally Posted by Spuffin View Post
    Wow seriously... They stated ( in the talk show ) that you will be able to level sync with the same gear you currently have on without buyin lower level gear. Get your facts straight before you complain about something.
    And? SE stated the very same thing when it was introduced on XI. Sync was supposed to be used with your current gear just "fine" while gear from the proper level would be "better".

    At first, before seeing the system in action, we thought "well that's normal that players investing money into low level gear still get some advantage over players who are just syncing". We thought the gap would be like NQ/HQ. +1 stat point or something.

    In the end it was more: level sync = enjoy being naked.
    (2)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

  3. #63
    Player
    BotenAnna's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    136
    Character
    Lady Gaga
    World
    Excalibur
    Main Class
    Marauder Lv 80
    One of the really good features of WoW that I actually hope they steal almost outright is the dungeon finder, and if it works like it does in WoW you can just walk up to any dungeon and do it, but only level appropriate ones show up in the finder. I assume there will be some feature where you can level sync with friends and queue or something in 2.0's version of it if it's anything like WoWs.

    At the moment of course it's pretty much just speculation as we have no idea how the nuances of it will work.
    (2)

  4. #64
    Player
    Godsleftsock's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    149
    Character
    Shon Totto
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Leve syncs are optional now, aren't they?
    (0)

    ┬─┬︵/(.□.)╯ Russian Table

  5. #65
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Yoshi-P has said during the 25th Anniversary bla bla bla that if you are 50 you will be scaled down to the cap of the content but you don't need to change equip.
    (0)

  6. #66
    Player
    Angelas's Avatar
    Join Date
    Sep 2012
    Location
    Uldah
    Posts
    169
    Character
    Angelas Diabolos
    World
    Hyperion
    Main Class
    Alchemist Lv 60
    Level Sync from FFXI worked IMO because it was optional. I think having a choice to experience the game with friends was one of the most amazing concepts SE had implemented up until that point. It not only allowed you to do fights with friends at the same level it also didnt require you to go out and buy all new gear.

    Level Capping for content IE: Chains Of Promy, to me, was a huge misstep. Most people thought the storylines and overall arc from COP was probably the best of FFXI however (as changed recently) the required level capping dungeons and zones were NOT popular. It was probably one of the biggest mistakes if not THE biggest mistake in that expansion.

    I think if we end up with lots of zones being forced level capping I will probably find something else to play. I dont see any sense in having us level and work out way up to level 50 to be capped for fights or dungeons. The penalty already exists where as you level past the point of exp you get nothing from mobs under a certain level. Giving me the option via Level Sync might be something I use with my friends but forcing me to cap against my will is a deal breaker.

    If you want to restrict levels then why allow us to level up at all?
    (2)

  7. #67
    Player
    Guevara's Avatar
    Join Date
    Oct 2011
    Posts
    454
    Character
    Guevara San
    World
    Ragnarok
    Main Class
    Monk Lv 50
    Quote Originally Posted by Rhomagus View Post
    This is pretty much the only thing you'd be missing out on and it helps balance other content. I suggest if you are one of the people who farms gear from Toto Rak for Grand Company Seals that you do as much of it as you can while you can.

    With putting a level cap on dungeons it'll force you to play the dungeon the way the devs balanced it. You may want to start considering other activities for Seal accrual such as Caravan Escort or higher level dungeons with a static group.

    I personally will be welcoming level sync with open arms. It'll be nice to enjoy the lower level content again as it was meant to be experienced. This also encourages the development team to continue to release lower level content instead of end game content exclusively.

    While there were gripes abound with level sync in Final Fantasy XI, this game isn't nearly as team grind centric as its predecessor. The level sync that applies to XI is a completely different animal than the one that applies to XIV. You can effectively solo experience in XIV while you couldn't so much in XI pre Crystalline Prophecy. You can also be power leveled with significant ease in XIV more so than in XI so the "people don't know how to do their jobs" argument doesn't really apply either unless you abolish the power leveling but even then, it seems that XIV is focusing more on event fights rather than exp. grind party mechanics so training in a trash mob grind situation doesn't apply to fighting in an event situation.

    Level sync should have existed upon release of XIV considering the playstyle and demographic the dev team has been going for since XIV's release. I'm glad we're finally getting it.
    As for gear-sync, I was wrong. I read the info about it after posting this thread.

    I never went farming seals inside toto-rak, to be honest. I farm seals with caravans which also gives me items to craft for hamlet and is a lot easier to do time-wise and inventory-wise (I run around with nearly full inv. everytime lol).

    I only farmed gear there in order to use it to lvl-up other classes.

    I am against forced lv-sync because it just doesn't make sense to me to force it. I will be happy to chose to lv-sync sometimes and not to do so other times.

    Afterall, as I said, forcing a lv-sync in dungeons would be like forcing it on the open field....
    (0)

  8. #68
    Player
    Guevara's Avatar
    Join Date
    Oct 2011
    Posts
    454
    Character
    Guevara San
    World
    Ragnarok
    Main Class
    Monk Lv 50
    Quote Originally Posted by Angelas View Post
    Level Sync from FFXI worked IMO because it was optional. I think having a choice to experience the game with friends was one of the most amazing concepts SE had implemented up until that point. It not only allowed you to do fights with friends at the same level it also didnt require you to go out and buy all new gear.

    Level Capping for content IE: Chains Of Promy, to me, was a huge misstep. Most people thought the storylines and overall arc from COP was probably the best of FFXI however (as changed recently) the required level capping dungeons and zones were NOT popular. It was probably one of the biggest mistakes if not THE biggest mistake in that expansion.

    I think if we end up with lots of zones being forced level capping I will probably find something else to play. I dont see any sense in having us level and work out way up to level 50 to be capped for fights or dungeons. The penalty already exists where as you level past the point of exp you get nothing from mobs under a certain level. Giving me the option via Level Sync might be something I use with my friends but forcing me to cap against my will is a deal breaker.

    If you want to restrict levels then why allow us to level up at all?
    totally agree. I just add that IF a certain dungeon (or instance) needs to be explored for a quest and/or the storyline, then it would be fine to force it.

    I.e. I am Lv50, take a quest in toto-rak which is a Lv30 quest; I am fine to be forced to lv-sync in order to advance that quest, but ONLY in that particular circumstance.

    This way people would not fly over Ifrit-easy or Into the Dark so easily, but still have the option to go explore a dungeon with no hassles having a high enough class.

    This game is also about exploration. And the feeling you get once you can walk through a once dangerous area (dangerous when you were lower level) and are able to explore it to the fullest is a feeling which needs to stay in dungeons also.
    (0)

  9. #69
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Angelas View Post
    Level Sync from FFXI worked IMO because it was optional. I think having a choice to experience the game with friends was one of the most amazing concepts SE had implemented up until that point.
    The important part is bolded and underlined for emphasis.

    Level Capping for content IE: Chains Of Promy, to me, was a huge misstep. Most people thought the storylines and overall arc from COP was probably the best of FFXI however (as changed recently) the required level capping dungeons and zones were NOT popular. It was probably one of the biggest mistakes if not THE biggest mistake in that expansion.
    Ditto. It was hard enough to "properly" gear a job, then having multiple sets of gear for different level caps sucked even more.

    The Ifrit example was pretty terrible in and of itself. Instead of ruining gameplay for higher level players, just force everyone in the party to see the full into cutscene if at least one person in the party has never been there. Then you can't complain that Ifrit died before the intro cutscene was over. It also kills off the "just skip the cutscene lolz" arguments in some groups.

    Even better, make the whole thing optional, so you can see two varieties of shouts for groups:

    a) LFM "It Kills with Fire (Gridania)". Will be level capped.

    b) LFM "It Kills with Fire (Gridania)". Uncapped, just wanna get it over with and move on

    I'm hoping they reconcider. If not now, further down the line if/when community dynamics go down the toilet because of this just like they did for CoP.
    (0)
    * 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)

  10. #70
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    If SE was smart, they'd make it so gear scales down, like in Guild Wars 2 - which doesn't just sync you to the level of dungeons, but syncs you so that you're never more than a couple levels higher than any open world zone. It's nice, because it allows you to actually play with friends who are lower level, instead of just slaughtering everything and carrying/powerleveling/boring them. It keeps all the content viable and fun/worth doing too.

    The problem is SE has implemented this poorly in the past, but don't foolishly assume just because SE has tried something one way in the past and it failed that it means there aren't other ways of implementing something that makes it work.

    A major problem with a lot of games, including 14, is you pretty much skip over everything until the end, where you then complain that there's enough variety or things to do. 2.0 should strive to be a more horizontal kind of game instead of a vertical one.
    (1)
    Last edited by BlueMage; 09-12-2012 at 10:50 AM.

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