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  1. #1
    Player
    ntall1's Avatar
    Join Date
    Aug 2013
    Posts
    300
    Character
    Johra Burgers
    World
    Leviathan
    Main Class
    Conjurer Lv 50

    Instances are not a valid source of EXP.

    With the total lack of EXP gained doing instances there will be little to no replay value for them. I like the fact that they are requirements to progress the story, but what we will start to see as time goes by is no one queuing for anything they have already done. New players will hit walls every time they need to complete an instance.

    Players level up extremely fast. Gear all the way up to level 50 is transitional gear. There is no point in repeating instances to get the items you want, nor is there a real point to adding materia to gear before level 50. This is yet another reason players will not be repeating instances.
    (7)

  2. #2
    Player
    ntall1's Avatar
    Join Date
    Aug 2013
    Posts
    300
    Character
    Johra Burgers
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I would like to be able to level just as efficiently doing instance content as players do mindlessly grinding fates all day.

    If raising EXP is out of the question than how about adding a premium currency drop to instances that can be exchanged for cool things like minions or special dye or something. Something to create the need to do it more than once.

    TLDR: Failure to make instances a valid source of EXP reduces replay ability to the detriment of new players needing to complete story progression.

    -------------------------------------------------------------------------------------------------------------------------

    EDIT: Due to extremely restrictive forum rules I am forced to respond via edits to my original post:

    The real point of the thread, in addition to the lack of exp, is also the lack of replay value instances have. Instances, required to complete story missions, require replay value to continue getting players over what I believe will become massive obstacles in story progression.

    While I would like to see more exp gained from instances I do not believe that a fix to these issues requires a rebalanced of instance exp, or fate exp. But does require some form of incentive to replay instance content.
    (6)
    Last edited by ntall1; 09-07-2013 at 04:25 PM. Reason: Stupid forum post rules and restrictions.

  3. #3
    Player
    Evari's Avatar
    Join Date
    Aug 2013
    Posts
    18
    Character
    Aeva Excelsis
    World
    Cactuar
    Main Class
    Gladiator Lv 46
    I agree about adjusting the exp from dungeons. I absolutely LOVELOVE doing dungeons for some loot and just to experiance more group play. But there was no reason for me to do a dungeon more than once when leveling because it was ssoo time consuming and slow compared to questing/doing fates. Rather weird. Better rewards would be awesome also <3

    Also, not just because I would enjoy there being more incentive for myself, but new players will have trouble later on most definitely.

    /signed -
    (0)

  4. #4
    Player
    Herrstarr's Avatar
    Join Date
    Aug 2013
    Posts
    88
    Character
    Herr Starr
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Dungeon exp is fine, fate exp is just to good/easy to obtain ^^, DPS get stuck in queue for ages (No tanks/healz!) so they just spam fate, soon every1 spamming fate, no1 for dungeon

    Hopefully they address this, cut fate exp by 50%! Would be nice, leveling is to fast in this game I feel, it took me only few days to hit cap from fresh, I really enjoy this game, trying hard not to burn out
    (2)

  5. #5
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Herrstarr View Post
    Dungeon exp is fine, fate exp is just to good/easy to obtain ^^, DPS get stuck in queue for ages (No tanks/healz!) so they just spam fate, soon every1 spamming fate, no1 for dungeon

    Hopefully they address this, cut fate exp by 50%! Would be nice, leveling is to fast in this game I feel, it took me only few days to hit cap from fresh, I really enjoy this game, trying hard not to burn out
    Good god no. I was already annoyed as it is when I found out that I'd have to level from 46-49 with absolutely no main or side story content of any kind, short of a single dungeon. Doing the math, I'd have to do over 100 fates with the experience rates as they are now. It's already done all that's possible to completely kill any sense of pacing the story might possibly have, let's not make it worse (Oh, Baron, we have this incredibly urgent mission to address that concerns the fate of the entire world! ...get back to us in a week). Besides, up to level 50 is supposed to be an introduction to the classes and the game. Doubling the hours needed to grind isn't going to do anything for that.

    Making the dungeons give decent experience/monetary rewards would do a lot to encourage repeated dungeon runs, which would act as great practice for people to learn the roles of their class.

    The reason DPS have long queues is because everyone and their dog ends up playing DPS. It's the easiest role to play, it has the most easily observable rewards, and there's not nearly as much pressure upon you to perform.
    Gutting fates would do nothing to improve the situation, it's a problem that has existed in every single MMO, and will continue to exist in every single role-based MMO in the future.
    (4)
    Last edited by Kiteless; 09-07-2013 at 03:02 PM.

  6. #6
    Player
    Herrstarr's Avatar
    Join Date
    Aug 2013
    Posts
    88
    Character
    Herr Starr
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    You make some valid points, but i still think that dungeon exp is fine, I agree that there is a major lack of quests, in the game as a whole, something I really missed from FFXI, and also all these side quests, no cut scenes or cool stuff, just, "go to red circle do something come back", i want lore, story etc, I can only hope for future content, I was disapointed in lack of quests, story was epic, but I think could've been more
    (0)

  7. #7
    Player
    Kazamoto's Avatar
    Join Date
    Aug 2013
    Posts
    294
    Character
    Kazamoto Futatabi
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by ntall1 View Post
    Gear all the way up to level 50 is transitional gear. There is no point in repeating instances to get the items you want, nor is there a real point to adding materia to gear before level 50. This is yet another reason players will not be repeating instances.
    This is why we get tanks in Main story dungeons in all white gear with no rings/earrings etc.

    You should always have good gear for the level of your next or current dungeon, if not you are a drag to the rest of the group running the event. At least in FFXI when people pulled this "only end game gear" or "its just a sub job, i dont need good gear" crap we could kick them.

    While maybe YOU dont care about the content until 50, you party likely does, don't be a jerk kupo!
    (3)

  8. #8
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Kazamoto View Post
    !
    Agreed. Can't even count the times I've had tanks who can't hold hate to even my poor SMN, let alone the healer or keep any kind of AoE hate, and it gets frustrating when it can cause failed runs... Maybe this is lack of knowledge on how to play a job, But i can certainly suspect having a level 30 white weapon in a level 40 dungeon plays a part in your holding hate. Pinks aren't that uncommon and you can even get them in Leves.

    so, gear certainly matters 1-49, as every job, especially DD/Tanks, and while I can't say I enjoy burning Storyline/Side dungeons for armor, it does help you with one thing... If you repeat Storyline Dungeons for Green-tier armor(or at least pink), not only will that armor last you a good solid 5-10 levels, It also lets you get a lot more exp early on, possibly shortening the gap between the "46 to 49" Storyline quest jump.
    (3)

  9. #9
    Player
    Bharata_Senka's Avatar
    Join Date
    Mar 2011
    Posts
    78
    Character
    Bharata Senka
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    I haven't done many of the "optional" dungeons, since I am holding off until my husband hits those levels as a new player, but I can say that for the dungeons that I have done, the exp has been great. I just did Toto-Rak, and I got about 48000 exp when I synced to lvl 27. I have done Stone Vigil recently as well, and I didn't monitor how much exp I got, but I do recall that the mobs were consistently giving me between 1,000 and 2,000 exp each, and those were just the trash mobs. I don't know if the exp keep scaling up at the higher level dungeons, but I would hardly call them worthless. And for the drops, I believe you can sell alot of the loot on the market for a decent price.

    I understand that the DF can be a chore when going as a DPS, but if you are a part of a good Free Company, I would suggest that you look for someone in your FC that needs help with lower level dungeons as they are needed. You will be getting easy experience as well as helping out other players in need.

  10. #10
    Player
    Melopahn's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Melopahn Theharmonic
    World
    Adamantoise
    Main Class
    Archer Lv 50
    I leveled very quickly doing instances on the side, it was ususally 2 runs to get a level when you were the first level of availability then 3/4 to get the next. So say you have a level 22 Duty, you are level 22. After 2 runs (usually because you get the bonus for a new person) you should gain a level, at level 23 you will need 3-4 dungeon runs depending on speed of completion (bonus xp for a faster completion). In the end the gear you get does actually make a noticeable mark on your damage while leveling, the scaling drops off quickly but the next place does wonders.

    The best part of dungeon grinding is that once you hit Stone Vigil you start receiving Tomestones which is the end all grind anyway. Nothing you can grind from fates or GC will touch the gear that Tomestones can lead to... so you may level a tad slower but you will be ahead of the curve come 50.
    (0)

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