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#1 Mar 26 2012 at 5:09 PM Rating: Default
I want...
-NMs that POP with a .1% chance of dropping something AMAZING!
-Power leveling to be nerfed...
-Chocobos to follow me like mags in Phantasy Star Online... with colors and stats based on feeding/astrology/names
-To garden in my Mog house.


What do you guys want?
#2 Mar 26 2012 at 5:21 PM Rating: Excellent
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I would love for the game to take off and sell a few million copies when 2.0 drops and I would like to see SE retain atleast 50% of those customers for the long haul.


Even if I never play the game again the game becoming popular would make the 100ish million gil I have carry some value. Who knows I may end up getting my money back I paid for 2 CEs at release.
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#3 Mar 26 2012 at 5:25 PM Rating: Good
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As non flip as I can be, I just want a game that doesn't suck.
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#4 Mar 26 2012 at 5:36 PM Rating: Good
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Story line that I can level up through instead of grind 5 then do story grind 5 more levels then do story.

Storyline that is in my opinion amazing.
For solo play, casual play and hardcore play to be balanced.

Just a FF game that doesn't suck is just what I really want. It's slowly I think on its way... Did I mention slowly...

Edited, Mar 26th 2012 7:38pm by LillithaFenimore
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#5 Mar 26 2012 at 7:35 PM Rating: Good
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I want for you to never get most of what you want.

I do NOT want .1% drop rates. Actually most people in FFXI don't even want .1% drop rates, check any thread on Voidwatch to see how .1% drops ACTUALLY play out. The only reason I can think of for people to want low drop rates is so that they can feel 'special' when (or if) the get the item themselves and not wanting other people to get it.

I want leveling to be an easy, enjoyable experience. I do not want exp rates to be nerfed, I do not want it to take a year to get to level cap on one job. I don't care if other people powerlevel or not, but I enjoy being able to gain more than 5.13% of my level per eight hours of grinding.

Chocobos...well considering the concept art for 2.0 you'll probably get that anyways. That being said I actually love different colors for Chocobos and I'd love to see that added to the game. Not such a huge fan of them following you around all the time, but that's me.

Gardening has been replaced in this game with Botany. Deal with it. Considering the extremely low value of gathered materials as it is, I seriously doubt SE wants to give people even less incentive to play gathering classes.

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#6 Mar 26 2012 at 8:09 PM Rating: Excellent
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I want a PS3 version so that I can finally start playing :D

The rest of the list will just have to wait until then.
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#7 Mar 26 2012 at 8:32 PM Rating: Default
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I... actually kind of want what you want, surprisingly. o_O

(Except for chocobos to follow me around; that would clutter things too much.)
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#8 Mar 26 2012 at 8:33 PM Rating: Good
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I want the exp curve to be slowed down a bit. I like that its easy to level but it feels WAY to easy. I left my chracter at lv 47 THM months ago and when i came back it took me 2 days to reach lv50 with only doing 4 leves a day and a couple behests. I understand that it caters to casual playing but that is just to quick for leveling to the cap. If it continues to be like this then even if they raise the cap to 70-75 people will hit the cap in a matter of days.

Other than that i would like to see mini games along the lines of tetra master or triple triad.
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#9 Mar 26 2012 at 8:44 PM Rating: Excellent
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SickleSageKiroh wrote:
Gardening has been replaced in this game with Botany. Deal with it. Considering the extremely low value of gathered materials as it is, I seriously doubt SE wants to give people even less incentive to play gathering classes.


The thing with gardening as it was in FFXI, however, is that it's an activity that lets you gather something valuable without being logged in for long periods of time and by letting the passage of RL time do "most of the work." It's not at all like FFXIV's Botany where you have to actively chop and harvest at gathering points for hours. The gardening activity is more appealing to a certain type of crowd who doesn't enjoy or have time for in-game "field work," but who can still make the time on a regular basis to tend to their plants for a little while and maybe get something valuable for it.
#10 Mar 27 2012 at 12:51 AM Rating: Default
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LillithaFenimore wrote:
Story line that I can level up through instead of grind 5 then do story grind 5 more levels then do story.



You say this after admitting you made no effort in joining a grand company.

Edited, Mar 26th 2012 11:51pm by UltKnightGrover
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#11 Mar 27 2012 at 7:38 AM Rating: Decent
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Uk,

*sigh*. Yes so I have heard, but you obviously didn't read the rest of the post.

I jut generally want FF to retain its former glory it once had.

Also in regards to level grind and story progression I wish for this through all stories added not just GC.
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#12 Mar 27 2012 at 10:01 AM Rating: Decent
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ashuriancandidate wrote:
I want...
-NMs that POP with a .1% chance of dropping something AMAZING!
-Power leveling to be nerfed...
-Chocobos to follow me like mags in Phantasy Star Online... with colors and stats based on feeding/astrology/names
-To garden in my Mog house.


What do you guys want?


It sounds like you just want FFXI with better graphics. I get the appeal to some of those things, especially the sense of accomplishment for actually completing something that FFXI gives you, but a game like that will not survive the current market with the alternatives that are available. FFXI survived because the player base was so keyed into the game. Even then, its market share is very limited, although I'll admit I don't have the exact numbers. I can tell you that, of all of my gamer friends, I'm the only one who ever played FFXI, and outside of the very dedicated community who love that style of gameplay, it's reputation is horrendous. The one positive aspect is that, for those who stick around, they are extremely dedicated, and it makes for a great community.

Edit: Oh, I didn't answer the question. I want a game that has extremely challenging endgame quests that take months to complete, but are doable if you're willing to put in the time and skill, not endgame content/items that's based on endless free time to camp and pure luck. I want content that's not exploitable. I want getting to the endgame to challenging, although I think the easy leveling from 1-50 is fine if the leveling from 50-future cap is insanely difficult. I want classes to feel unique and independent, and for everything to be not only viable, but necessary to succeed.

Edited, Mar 27th 2012 12:15pm by StasisKorial
#13 Mar 27 2012 at 12:56 PM Rating: Excellent
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StasisKorial wrote:
ashuriancandidate wrote:
I want...
-NMs that POP with a .1% chance of dropping something AMAZING!
-Power leveling to be nerfed...
-Chocobos to follow me like mags in Phantasy Star Online... with colors and stats based on feeding/astrology/names
-To garden in my Mog house.


What do you guys want?


It sounds like you just want FFXI with better graphics.


I don't really see that, except the Mog House gardening thing, but that would hardly make it FFXI-2.

Is it so wrong to want rare drops? To not want to be powerleveled to 50 in a day? To have a chocobo follow you home (can I keep it)?
#14 Mar 27 2012 at 1:47 PM Rating: Good
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I just want to be a ninja :(
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#15 Mar 27 2012 at 3:37 PM Rating: Default
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Xoie wrote:
StasisKorial wrote:
ashuriancandidate wrote:
I want...
-NMs that POP with a .1% chance of dropping something AMAZING!
-Power leveling to be nerfed...
-Chocobos to follow me like mags in Phantasy Star Online... with colors and stats based on feeding/astrology/names
-To garden in my Mog house.


What do you guys want?


It sounds like you just want FFXI with better graphics.


I don't really see that, except the Mog House gardening thing, but that would hardly make it FFXI-2.

Is it so wrong to want rare drops? To not want to be powerleveled to 50 in a day? To have a chocobo follow you home (can I keep it)?


I suppose I'm responding to the overall feel of that list (outside of the chocobo thing, which I don't want cluttering my screen with more stuff, or am I misunderstanding that request?). Ashurian made a similar post regarding world NMs. Combined with this one, it just gave me the impression he's more interested in an old style MMO as opposed to where MMOs are at today. I tried to reflect that in my post, but you're right that these specific examples don't necessarily equate it to FFXI-2. I also don't want to sound like I'm crusading for easy-mode leveling and gearing up in XIV, but I want the game to be friendly enough to the current generation of MMOs and their players that the game can attract a bigger base.

With so many players have already used the quick leveling system to grind their way to 50 on multiple classes (in some cases, all classes), nerfing it now would only put newcomers at even greater disadvantage, although you could argue that old timers deserve the advantage for sticking it out through 1.0. Hence, I suggested leaving 1-50 alone and raising the cap at 2.0, with the new grind being insanely long and/or difficult as a way of equalizing the playing field with the presumably, hopefully large influx of new players that 2.0 will bring. You get the difficulty of reaching the level cap, and at the same time, you don't penalize those who are just jumping on board. In other words, rope them in with the easy build up, and hopefully they'll be hooked to hang around for the difficult portion. Besides, 1-50 seems kind of botched to me at this point anyways, as I doubt SE intended for large amounts of people to have so many classes at the level cap this early, if ever. Making it extremely challenging to get past 50 would bring some individuality back to the players, forcing them to focus in on a particular path for endgame.

I wouldn't be opposed to instituting the same system as FFXI whereby you must complete a quest every 5-10 levels in order to continue gaining xp. Start it at level 50 and have a new one every 5-10 levels thereafter, depending on how far away the cap is. Make it an instance boss or something. Perhaps it could coincide with new job quests. There's a lot of directions they could go with it.

Edited, Mar 27th 2012 5:38pm by StasisKorial

Edited, Mar 27th 2012 5:38pm by StasisKorial

Edited, Mar 27th 2012 5:40pm by StasisKorial
#16 Mar 27 2012 at 4:17 PM Rating: Excellent
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StasisKorial wrote:
I suppose I'm responding to the overall feel of that list (outside of the chocobo thing, which I don't want cluttering my screen with more stuff, or am I misunderstanding that request?). Ashurian made a similar post regarding world NMs. Combined with this one, it just gave me the impression he's more interested in an old style MMO as opposed to where MMOs are at today. I tried to reflect that in my post, but you're right that these specific examples don't necessarily equate it to FFXI-2. I also don't want to sound like I'm crusading for easy-mode leveling and gearing up in XIV, but I want the game to be friendly enough to the current generation of MMOs and their players that the game can attract a bigger base.


I'm quick to agree that old school MMO ideas probably won't work in today's market, but that doesn't mean what made those things fun couldn't be adapted to a modern style. Rare, valuable items and competition between linkshells don't have to necessarily involve botting a claim for random drops off a 4 a.m. HNM. There may be ways to recreate those same feelings but without the long, idle waits and rampant hacking and cheating.

Instanced content does give everyone an equal chance at the goods, but it eliminates the feeling of having to crawl past 100 other people after the same prize. It could "stir the blood" to recapture that accomplishment in the context of a modern MMO that doesn't demand all-hours play to get it.
#17 Mar 29 2012 at 7:20 AM Rating: Excellent
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SMN
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#18 Mar 29 2012 at 7:59 AM Rating: Decent
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brandontehleetz wrote:
SMN



This is an idea we can all get behind.
#19 Mar 29 2012 at 9:09 AM Rating: Good
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I want a weapon I can actually get that I can actually use (my Ifrit's Harpoon does not seem to work for my paladin...)

And instead of having weapons with overall over-powering stats, weapons with different stats that allow for different situations.

A dex sword that actually helps with block rate
A str sword that has higher damage
A faster sword with lower damage, but it's speed makes up for it in tp gain.

Things like that, so that there are options for great weapons... Each class has different specialties and different uses, it would be nice if there were options for weapons that went with it. Instead of, having a choice of a strict limit of Materia (don't get me wrong, I love the materia idea), I want to see weapons and armor that are dropped that have stats that can't be replicated or replaced by materia. There are a lot of stat mods that materia doesn't touch right now, but the only option for stat modded gear like that is our AF gear...

Hopefully we will see a lot more like that (and more improved... e.g. double strike for lnc/drg, or haste/low attack speed for pug/Mnk, mp regain for gla/pld).

And how about... MP to HP materia, and HP to MP materia... Now people would be sporting that like it was going out of style.
Also, stat for stat rings and earrings would be nice (convert 10 dex to 10 mnd for instance).

A little more diversity, and the ability to do more to modify your character's abilities. We are getting closer, and people are becoming stronger then a base build character now. But lets face it, we need more unique gear!

(I would love to see NMs that drop evasion- for acc+ rings and earrings and visa versa, they would be camped for a year straight), and it would be something small that would be very beneficial, but not over-powering.
#20 Mar 29 2012 at 10:17 AM Rating: Good
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A much, much slower leveling curve with meaningful content (story, gear, areas) that open up ever few levels so as to keep the drive going and emphasis on enhanced group-based exp rates.

What's the point in even having levels when it's completely trivial and requires no effort to hit cap? If leveling is a casual activity that can be accomplished in a matter of weeks, if not days they might as well just start everyone off at max level and make the game an instanced dungeon-based gear grind.
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#21 Mar 29 2012 at 2:22 PM Rating: Excellent
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Whales wrote:
A much, much slower leveling curve with meaningful content (story, gear, areas) that open up ever few levels so as to keep the drive going and emphasis on enhanced group-based exp rates.

What's the point in even having levels when it's completely trivial and requires no effort to hit cap? If leveling is a casual activity that can be accomplished in a matter of weeks, if not days they might as well just start everyone off at max level and make the game an instanced dungeon-based gear grind.


This is a very common complaint, but I don't think it will be resolved til 2.0. Again, this is purely speculation, but I would imagine the plan is to leave 1-50 alone (or slow it down somewhat, but not drastically), and raise the level cap at 2.0, making the new level range much, much slower to grind through than the first 50.

You are right though. With everyone having every job at 50, it is a rather pointless formality to level now. I think the only way to resolve this is by making 50-cap so incredibly difficult/long that players are forced to specialize into one class again, if for no other reason than leveling multiples to cap is too time consuming to be worthwhile. I really don't see another way to rebalance the leveling issues. At this point, with so many people having already taken advantage of the easy leveling, it's a little too late to salvage 1-50.
#22 Mar 30 2012 at 2:00 AM Rating: Decent
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I want...to be able to bazzaar your gear at 99%
or have the npc that repairs for you make it 100%
instead of 99. I mean we pay the gil should be 100% anyways
#23 Mar 30 2012 at 2:31 AM Rating: Good
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I want that levels actually mean something.
Just look at the signatures around the forum, every man and his dog has every job at 50. Right now FFXIV turns into a gear grind after only one week as that is the time you need to ding eveything at 50.
I know that a "FFXI V2" will not survive in the current market (although i have to admit i kinda like the idea) but SE could at least change FFXIV so that it forces people to put a bit more effort into it.

Leveling and progressing with your character used to be an important part of a MMORPG and just leveling was an epic journey on its own. Now days leveling is considered a "necessarily evil" that better be dealt with as fast and easy as possible in most modern MMORPG's, i development i don't really like.

It felt 100x better when i dinged 75 on my Paladin after three years in FFXI then all the lvl 85 characters i have in WoW combined.

There is no light without darkness. You can't win if there's nothing to lose. And in MMORPG's like WoW there is nothing to lose so when you do get something you (at least i do) never feel like you really won and accomplished something.
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#24 Mar 30 2012 at 7:54 AM Rating: Excellent
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Jouhki wrote:
It felt 100x better when i dinged 75 on my Paladin after three years in FFXI then all the lvl 85 characters i have in WoW combined.


I felt 100x more accomplishment just hitting level 30 on my White Mage and finally getting access to advance jobs so I could do it all over again as a Bard than I ever did hitting any of the level caps in WoW - no need to ding 75 in FFXI, the frequent milestones along the way were rewarding enough in of themselves.

To be fair though that's an unfair comparison, as WoW admittedly treats leveling as a minor annoyance on the way to where its real game begins: at level cap. I believe then the argument becomes that we don't want FFXIV 2.0 to be yet another one of those "levels don't matter, get to cap asap where the real game begins - oh and we'll help you by making the process as fast as possible" MMORPGs.

If I wanted to play that kind of MMORPG there are dozens of active titles out there right now for me to choose from, but nothing if I want a MMORPG where the leveling is considered a major part of the content and not the endgame, instance dungeon gear-grinds that plague the industry now.


Edited, Mar 30th 2012 10:56am by Whales
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#25 Mar 30 2012 at 8:59 AM Rating: Good
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I want to feel like an important addition to the game world, no matter what level, rank or status I am.

I could live with never being one of 'em bedded-by-Raubahn-himself nerd-o'all-50 GIRL-catboys
and would gladly postpone my ascension to the level cap to 2015, if only something in the game
gave me the illusion that my own, unique, limited contribution to the story actually matters. A tiny bit.
#26 Apr 01 2012 at 5:37 PM Rating: Decent
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Bring back NIN and everyone is happy.
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#27 Apr 03 2012 at 9:28 AM Rating: Good
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Whales wrote:
Jouhki wrote:
It felt 100x better when i dinged 75 on my Paladin after three years in FFXI then all the lvl 85 characters i have in WoW combined.

I felt 100x more accomplishment just hitting level 30 on my White Mage and finally getting access to advance jobs so I could do it all over again as a Bard than I ever did hitting any of the level caps in WoW - no need to ding 75 in FFXI, the frequent milestones along the way were rewarding enough in of themselves.
Edited, Mar 30th 2012 10:56am by Whales

I hear you.
Same goes with AF armor in FFXI. I was walking around in Jeuno with my just acquired full AF set proud like ****. In reality the set was pretty crap but still i ran around in it like it was the most epic set anyone could ever get in the game.

Whales wrote:

To be fair though that's an unfair comparison, as WoW admittedly treats leveling as a minor annoyance on the way to where its real game begins: at level cap. I believe then the argument becomes that we don't want FFXIV 2.0 to be yet another one of those "levels don't matter, get to cap asap where the real game begins - oh and we'll help you by making the process as fast as possible" MMORPGs.

If I wanted to play that kind of MMORPG there are dozens of active titles out there right now for me to choose from, but nothing if I want a MMORPG where the leveling is considered a major part of the content and not the endgame, instance dungeon gear-grinds that plague the industry now.
Edited, Mar 30th 2012 10:56am by Whales

Unfair or fair, think it just depends on how you look at it.
I completely agree that FFXIV 2.0 should not become another "the game starts at max level" MMORPG. Al tough I'm afraid it more or less will move towards that direction. These days people want content they can blast through in 2 weeks so they can complain that there is not enough content after 3 weeks.
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#28 Apr 03 2012 at 8:25 PM Rating: Good
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Jouhki wrote:
Unfair or fair, think it just depends on how you look at it.
I completely agree that FFXIV 2.0 should not become another "the game starts at max level" MMORPG. Al tough I'm afraid it more or less will move towards that direction. These days people want content they can blast through in 2 weeks so they can complain that there is not enough content after 3 weeks.


It is a trend that I think is getting stale in MMOs. It was a novel approach when WoW turned up in 2004, but 8 years and many, many WoW-clones later, the sense of wonder, exploration (I wonder what's over that next hill?), and cultivating your own story in a fantasy world is replaced by gear grinds and conforming to the singular best build for your character if you want to be taken seriously.

My feeling is there's a growing ennui with this once popular trend. It does leave room for a "grassroots" change in how an MMO is presented on the scale of the innovation that WoW once brought. Otherwise, the genre faces a decline similar to that of the music video game industry where it can't shake the more-of-the-same rut it's currently in.
#29 Apr 04 2012 at 2:01 AM Rating: Excellent
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Unfortunately I don't think slowing down leveling is viable, I mean, I know I've expressed this before, but unless you're getting powerleveled (which isn't really all that fun imo) - the leveling in this game is unbearably slow already.

And it is a little rich for people with multiple 50s to advocate for slower leveling. If you're willing to give up all the levels you've gained through the current system, then by all means, advocate away, but let's be real here, 2.0 is already going to be a tough sell because of the huge level gaps between people who are playing now/played through the free period and those who gave up.

Unless everyone's progress is reset (which I also can't see as a viable option) they can't afford to alienate potential new players (who are already going to feel hopelessly behind) further by making what I would consider already steep leveling curves, steeper.

Yes, I realize that if you get powerleveled it is fast, but honest to god, for the rest of us mortal folks that didn't have people level for them, this game is SLOW. SO SLOW. SO GRINDY.

If they should change anything, they should cut the leveling curves and eliminate powerleveling to even the playing field between new players and people coming back to established groups. Otherwise the clique problems this game has are only going to get worse.
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#30 Apr 04 2012 at 5:02 AM Rating: Decent
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Olorinus wrote:

And it is a little rich for people with multiple 50s to advocate for slower leveling. If you're willing to give up all the levels you've gained through the current system, then by all means, advocate away

I recently came back to FFXIV and currently my highest job is at level 14. :)
Still i advocate for slower leveling progress. As i said i do not wish for FFXIV to be(come) a "the game starts at max level which you can get in 3 weeks" kind of MMORPG number 135435.
I like to see leveling/progressing with your character to become an actual part of the game and not just an annoyance one needs to get over with as fast and easy as possible.

Personally i believe slower leveling and more group based leveling/progressing like in FFXI will help build an actual in game community.
I already hate myself for pointing at WoW again but here goes anyway.. Anyone read the article about how Blizzard is planning to adjust the loot routine in MoP?
There is so much drama, grieving and whining about player X getting drop Y. Why? Because the game utterly and completely lacks an in game community.
Players start a character which they can level at an insane rate. Every quest (or at least 99% of them these days) can be completed solo. There's no need for any social interaction whatsoever. Then the players are presented with the LFG tool and instantly be teleported to the instance. Players are thrown in there with total strangers and only goal is the purple/blue at the end of the instance. Other players are just random names on the screen, you don't know them, they don't know you. There is no connection with the other players, and therefor only care about their own well being and gains. The drama only increases when epics start to drop.
The social aspects of WoW and many other MMORPG's had to make room for speed, efficiency and convenience. They are now replaced with LFG/LFR tools and the design to be able to solo everything. Sure the social part cost time and effort, friends still don't fall out of the sky. However that investment pays back at end game when you're able to confront the content with people you know and actually can feel happy for when they win the loot. The lack social aspects now have to be further "mended" with an artificial looting system that completely works behind the scenes so players can't whine about it.

I hear you on the level gap issues between new player who will (hopefully) start when V2.0 launches and the already existing player base.
I can imagine that it is a big turnoff for new players when every man and his dog on the server have all jobs at 50 and running around in complete highest tier raid sets. At the other hand the existing player base will go nuts when they loose all progress at V2.0.
It is a serious problem and i wonder how SE will try to solve this.
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#31 Apr 04 2012 at 5:12 AM Rating: Excellent
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Quote:
I hear you on the level gap issues between new player who will (hopefully) start when V2.0 launches and the already existing player base.
I can imagine that it is a big turnoff for new players when every man and his dog on the server have all jobs at 50 and running around in complete highest tier raid sets. At the other hand the existing player base will go nuts when they loose all progress at V2.0.
It is a serious problem and i wonder how SE will try to solve this.

New servers exclusively for those who want a fresh start.
Freedom to join any of the old servers for all the others.


P.S.: I want THIS http://www.youtube.com/watch?v=Tl327QZBCic&feature=related without the stupid Korean big *** lolita artstyle. Just look at 1:50. That's what I call a limit break. In the ***.

Edited, Apr 4th 2012 8:08am by Rinsui
#32 Apr 04 2012 at 10:11 AM Rating: Excellent
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Olorinus wrote:
And it is a little rich for people with multiple 50s to advocate for slower leveling.


I don't have a single 50 and I advocate for slower leveling, to a factor of 10x slower, IF -- and this is a big if -- new content and milestones are added throughout that progress which are far better than what we have now.

That is there has to be tangible rewards sprinkled throughout the leveling curve to provide incentive for players to keep progressing along what is essentially a grind. You touch on this here:

Olorinus wrote:
.. the leveling in this game is unbearably slow already.

... for the rest of us mortal folks that didn't have people level for them, this game is SLOW. SO SLOW. SO GRINDY.


Disagreements aside (I personally find the leveling in this game to be absurdly fast), the leveling feels "grindy" because there's nothing there to push you to the next level beyond your progress to 50.

From the moment you ding level 2, the thought isn't "Oh man, just x more levels until I can do/get [reward/gear/ability/new zone to see]", instead it's "oh man, just 48 more levels until I can hit 50, where I can finally start playing the game."

That's an atrocious mindset to instill upon players in an MMORPG during their leveling curve character progression, and in my opinion not the way an online role playing game should be. I personally am sick of the modern MMO "game begins at endcap and character progression is relegated to instance-based dungeon gear grinds" and would love to see a fresh MMO emerge that made the leveling journey the bulk of the experience.
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#33 Apr 04 2012 at 10:36 AM Rating: Decent
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Whales, agreed.
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#34 Apr 04 2012 at 12:44 PM Rating: Good
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Olorinus wrote:
Unfortunately I don't think slowing down leveling is viable, I mean, I know I've expressed this before, but unless you're getting powerleveled (which isn't really all that fun imo) - the leveling in this game is unbearably slow already.

And it is a little rich for people with multiple 50s to advocate for slower leveling. If you're willing to give up all the levels you've gained through the current system, then by all means, advocate away, but let's be real here, 2.0 is already going to be a tough sell because of the huge level gaps between people who are playing now/played through the free period and those who gave up.

Unless everyone's progress is reset (which I also can't see as a viable option) they can't afford to alienate potential new players (who are already going to feel hopelessly behind) further by making what I would consider already steep leveling curves, steeper.

Yes, I realize that if you get powerleveled it is fast, but honest to god, for the rest of us mortal folks that didn't have people level for them, this game is SLOW. SO SLOW. SO GRINDY.

If they should change anything, they should cut the leveling curves and eliminate powerleveling to even the playing field between new players and people coming back to established groups. Otherwise the clique problems this game has are only going to get worse.


But powerleveling isn't even the main means of leveling any more. They fixed this last month. If you're logged off in an inn for a week, you get an automatic 50%+ EXP bonus for up to 200,000 EXP. You don't even have to be logged off for that amount of time, and still get a bonus that can take an easy chunk off the leveling curve.

I got Warrior from middle of 48 to level 50 under this bonus in four levequests. I'm sorry, I just don't see how that is slow and grindy. I find it to be well-reasonable.





Edited, Apr 4th 2012 11:47am by UltKnightGrover
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#35 Apr 04 2012 at 4:39 PM Rating: Good
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Whales wrote:


From the moment you ding level 2, the thought isn't "Oh man, just x more levels until I can do/get [reward/gear/ability/new zone to see]", instead it's "oh man, just 48 more levels until I can hit 50, where I can finally start playing the game."

That's an atrocious mindset to instill upon players in an MMORPG during their leveling curve character progression, and in my opinion not the way an online role playing game should be. I personally am sick of the modern MMO "game begins at endcap and character progression is relegated to instance-based dungeon gear grinds" and would love to see a fresh MMO emerge that made the leveling journey the bulk of the experience.


I mostly agree with you.

Part of the problem is they wiped so many of the abilities. If you want to make leveling slower I truly believe there needs to be new abilities frequently. I just installed everquest 2 last night and I am looking at the warden class (which I rolled my first char as) and MAN there are tons of abilities. It makes me really happy to see. If there are cool new abilities to look forward to frequently it is easier to stand slow leveling (don't know how fast leveling in EQ 2 is yet) but with the new design ripping out most of the spells etc, meh, the leveling just can't be so slow.

Also, it should be noted I found leveling in WoW (never made it high enough to do instances) unbearably slow as well. Probably because I found the questing mechanic so boring.

That all said, even if they added tons of new abilities and plotline etc in, the only way they could get away with slow leveling is to reset everyone's progress. I just don't see it flying any other way. If everyone is cool with that, well, that's one thing, but I don't think most people are.

And sorry, a couple of die-hards paying to play in beta state who want the game to be more grindy without resetting progress is not evidence that the majority of normal game players would be willing to enter an ultra-grindy game where most of the population has millions of gil and max level.




Edited, Apr 4th 2012 3:43pm by Olorinus
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#36 Apr 05 2012 at 12:30 AM Rating: Decent
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Olorinus wrote:
[quote=Whales]
Also, it should be noted I found leveling in WoW (never made it high enough to do instances) unbearably slow as well. Probably because I found the questing mechanic so boring.
Edited, Apr 4th 2012 3:43pm by Olorinus

It isn't really slow but it feels so **** slow because the quests are so incredibly boring and ultra super easy. You never have to think or come up with a plan to complete any quests, you're never really challenged. Mindlessly smashing the first 3 buttons on your action bar while reading a website on another screen/window is enough to complete all the quests. This makes progressing with quests feels very slow and is something i personally can not do for more then 30 minutes when doing it solo. Blizzard even removed a bunch of group quests recently because they were too much trouble.
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#37 Apr 05 2012 at 12:52 AM Rating: Good
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#38 Apr 05 2012 at 2:17 AM Rating: Good
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Olorinus wrote:
That all said, even if they added tons of new abilities and plotline etc in, the only way they could get away with slow leveling is to reset everyone's progress. I just don't see it flying any other way. If everyone is cool with that, well, that's one thing, but I don't think most people are.

And sorry, a couple of die-hards paying to play in beta state who want the game to be more grindy without resetting progress is not evidence that the majority of normal game players would be willing to enter an ultra-grindy game where most of the population has millions of gil and max level.


As I said: New servers exclusively for those who want a fresh start. Freedom to join any of the old servers for all the others. IMO, that's the only solution to please both those who want to keep what they earned, and those who want a tabula rasa world for a fresh start.

Both may be merged after half a year or so, but I don't want to join a world where 90% of the players had a two years head start to rack in experience and money. And where there's noone to party with because even the majority of newcomers yields to the "suggestion" of powerleveling by their linkshell mates. Besides, that's the only chance I see for the meaningful inclusion of new mid-level content.

Edited, Apr 5th 2012 4:22am by Rinsui
#39 Apr 05 2012 at 7:56 AM Rating: Good
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A handful of new servers during the 2.0 launch for fresh starts doesn't address the underlying issue of introducing a revamped and overhauled game to a world where people will have had two years to culminate and progress their characters, it actually compounds the issue by creating two distinct game experiences all under the same franchise. Established, legacy servers will have a different content focus and economic saturation than those rolled out new.

The problem that comes with 2.0 is both level 50 and new players alike need to have enough content to keep them entertained, and that's often difficult as you're talking about revamping and adding content along not just the leveling curve, but endgame as well. It's hard to imagine FFXIV 2.0 hitting and not including any new content for level 50 players.

Keep in mind as well this is an area the FFXIV team has been very mum about. We've been given a bounty of information regarding FFXIV 2.0, much more so than just about any other Final Fantasy Online patch ever seen, yet we know nothing about character integration and content plans for established players beyond "they'll carry over."

I actually believe this to be the biggest challenge with FFXIV 2.0 - new and returning players do not wish to join a server comprised of 95% level 50 characters with millions upon millions of gil floating throughout the economy, yet you absolutely cannot do a character or economy reset to established players. New servers just for non-established players is simply a bandaid solution and future content timeline integration as well as economic tweaking nightmare, the dev team will need to come up with a 1.0 -> 2.0 transition plan that addresses both needs for 2.0 to be successful.


Edited, Apr 5th 2012 9:59am by Whales
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#40 Apr 05 2012 at 8:34 AM Rating: Decent
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Whales, I do agree, one problem...this is SE... For some reason I don't think they thought that far...yet.
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#41 Apr 05 2012 at 8:48 AM Rating: Good
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LillithaFenimore wrote:
Whales, I do agree, one problem...this is SE... For some reason I don't think they thought that far...yet.


I see it as one of three possibilities: 1) They haven't thought that far. 2) They have a plan but it's going to be controversial so they're holding back on announcing it. 3) The plan is still being adjusted.

I think everyone has their own opinion as to which is most likely. Quite frankly, the longer we go without more information regarding the plans for established player integration and progression into 2.0, I'm afraid I lean more and more toward #2.

There is a fourth option - nothing is done. That is 2.0 comes and goes without any major adjustments to level 50 characters, economy, new servers or content beyond what is introduced with 1.22 and 1.23, and is only focused on the game engine and world restructuring. I'm a little torn as to how that would go over.

Edited, Apr 5th 2012 10:48am by Whales
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#42 Apr 05 2012 at 9:13 AM Rating: Decent
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Quote:
A handful of new servers during the 2.0 launch for fresh starts doesn't address the underlying issue of introducing a revamped and overhauled game to a world where people will have had two years to culminate and progress their characters, it actually compounds the issue by creating two distinct game experiences all under the same franchise. Established, legacy servers will have a different content focus and economic saturation than those rolled out new.


Yep. And that's why my prediction is that 3 things will happen:
1.) For at least half a year after 2.0 launch, new 50+ "content" will take the form of endless repetitions of the same dungeons or instanced fights with crap droprates. Actually you can already observe that "bandaid" in full bloom right now.
2.) If the journey 1-50 is worth playing, even old players will ultimately yield to the seduction of starting over. Most likely they will keep their "main characters" (which, ironically, will actually be their sub-characters) around for the theoretical eligibility to participate in 50+ content. For SE, that's good business. Twice the character fee. Those who choose to not start over will get bored, log in less, complain a bit, but keep playing and paying long enough for the majority of newcomers to catch up. Trust me. It will work, and SE knows it will. The people playing now have paid for endless repetition for a year, they will continue paying just a little longer. Cashcows. Being milked gives the that certain "elite" feeling.
3.) About half a year after the 2.0 launch, SE will release the first wave of "real" 50+ content, and everybody will be happy.

Quote:
There is a fourth option - nothing is done. That is 2.0 comes and goes without any major adjustments to level 50 characters, economy, new servers or content beyond what is introduced with 1.22 and 1.23, and is only focused on the game engine and world restructuring. I'm a little torn as to how that would go over.

Well, it would go over without me unless I get the option to join a new, pristine server. I also have a character with (the paltry amount of) 60 (?) millions on Aegis, but playing that one again would feel like... a cheesy resurrection of something that has deserved to be left to rest in peace. I want 2.0. That goes for both the game and my character. It's a mindset thing. Completely irrational.

Edited, Apr 5th 2012 11:19am by Rinsui
#43 Apr 05 2012 at 10:07 AM Rating: Decent
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I think there is another option.

They raise the level cap to 60-70, add multiple new jobs and mobs, as well as synths, and drops. And provide a full content experience from at least 20+.

This would allow the established community to experience new things at a similar pace as the new worlds with people either choosing to try to get to the new cap, level up new jobs, complete new quests, and you end up with the same situation on the new servers as the old servers.

People who *need* to be max level, pushing up there as fast as possible to do end-game things first. People who want to experience everything, working on the new jobs and new quests. Farmers and crafters going after the new items, and all around a balanced growth through-out the population, with something for everyone.

While I know that this is ideal, and most definitely not expected, I am assuming that I am not the only one holding on for something like this to actually occur...
#44 Apr 05 2012 at 10:31 AM Rating: Good
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rfolkker wrote:
I think there is another option.

They raise the level cap to 60-70


I'm curious to this approach as well, especially how such a level cap increase would be integrated given the amount of endgame content additions we've seen, and are slated to see in the coming patches.

It would be disastrous to raise the level cap to 70 for players but not include any level 70 content. Given the amount of level 50 content additions we'll have prior to 2.0, I just can't see them increasing the level cap so soon ... unless they just shift the level 50 content to level 70.

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#45 Apr 05 2012 at 1:32 PM Rating: Good
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2 topics on Dev tracker regarding upcoming open world NMs, may or may not make some of you happy. There will definately be some sort of trigger or spawn mystery (until 2 days later when everyones figured it out ^.^)
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#46 Apr 06 2012 at 10:09 AM Rating: Decent
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Perrin, ****** Superhero wrote:
2 topics on Dev tracker regarding upcoming open world NMs, may or may not make some of you happy. There will definately be some sort of trigger or spawn mystery (until 2 days later when everyones figured it out ^.^)


Hopefully some of them are like the Luck Points, and Almighty Apkallu, where people still haven't figure them out (to my knowledge). Luck points have been in 11 since the Rise of Zilart, and Almighty Apkallu has been there since ToA...

As long as they introduce enough mobs, with a good variety of drops, and some with spawn conditions that leave people frustrated and wanting to quit the game because they can't figure it out, I will be happy^^. My favorite spawn condition in 11 had to be the mobs where you had to *NOT* kill them for 24 hours.

So people camping them, would come along, kill all the mobs and log out, so that they could log in 24 hours later, only to find someone had run up and killed all the mobs and altered the spawn time on them.

Another thing I would like to see (and I was rather upset that the closest 11 had, was the Dark Knight Relic weapon) would be cursed items. Items that just SUCKED so badly you would never use them... But if you used them enough, they would convert to great weapons. They did something like that with the introduction of the second tier AF weapons, where you had to weaponskill with them to unlock levels. But that would be more for items to add to these open world NMs (like the Spelunker's hat:).
#47 Apr 06 2012 at 12:21 PM Rating: Decent
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If you want everything to take long regardless of interesting substance. You want XIV to remain niche. Just as XI was before it.
Here's what I want:
-Leveling curve to remain as is
-Powerleveling killed
-More vibrant story, voiceovers, learning about the world, character development for my personal story.
-Themepark with more than one ride(traditional solo or group only, no thanks,) Things like pvp, minigames, group based crafting, alliance pve, massive server pve. etc.
-More stop gaps. Things like earning travel options, genkai, artifact armor quests, grouped nation quests, quested skills and magic with decent story, milestones, etc.
-More varied instances. Timer cooldown zones for alliance content, zones with random or dynamic content each run for parties, zones for low man casual or shared zones with different objectives, time extension parameters, certain zones but not all to require specific triggering to unlock stuff.
-SE to decide on a final future level cap and keep it there for the life of the game to keep the whole world viable.
-Guildleves to actually be varied like the stained glass cards hinted to. Some for solo, light party, full party, alliance, server content, would work kind of like the nexus does demon souls?(fast access to particular content)
-Better ingame details so you don't need to access a browser to know the basics. Sure with a game this large, you can't detail everything. BUt it should be more accesible than XI was when learning pertinent details.
-In game beastiary showing their drops.
-Better party communication tools, I'm talking text or marking wise.
-Icon targeting similar to sports games, cycling sucks, expecially with many things on screen or lag.
-I want players to report any little frustrating annoyances. It could be redundant steps, improper npc accessible placement, anything. I want SE to nip those in the ****.
-Short term, mid term, career goals.
-I want some group oriented skill interaction. I don't care if it's BR, skillchains, or something new.
-Enemy boss unique characteristics. I don't want encounters to consist of the same strategy thru the whole process. Go watch youtube, anyone who isn't familiar to XI. Says it looks boring as fu**, because they see players standing idle on certain encounters for the whole fight.
-Better itemzation.

But most off all. I want this game to shatter it's limitations of what SE has done or what people expect due to it's murky launch. Like being the first mmo to become moderately successful after a failed launch(not strictly niche). The first mmo to provide a good balance of casual to hardcore progression from level one to cap. And for the game to actually draw in some of the huge FF fanbase that neither this nor XI has been able to captivate as of yet.
#48 Apr 07 2012 at 5:29 PM Rating: Good
They NEED to fix the user interface, it's 15 years too slow.
They NEED to fix the character and camera physics! Every time you go down a slope the camera / characters skip and it looks bad.

They SHOULD have more variation in the way you approach an enemy
They SHOULD have skill chains
They SHOULD have directly competitive content
They SHOULD let you Alt Tab in full screen


It would be NICE to have pleasing voice overs for everything.
It would be NICE to be able to group craft
It would be NICE if they gave us homes in our main city with backyards for raising (chocobos)s like (chao)s in sonic adventure 2.

It would be AWESOME if Linkshells were only creatable at 50.
Granting the linkshell leader an Airship to transport linkmates through a skyworld to exclusive endgame content locations.
Perhaps including some Skies of Arcadia style airship battles.
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