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Idea to change how Leves work *Wall of text*Follow

#1 Jun 13 2012 at 9:18 AM Rating: Good
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Hello! I don't have an active ffxiv account....computer kinda busted...so I'm just waiting for 2.0 to come out for ps3 LOL....so I can't really post this on the offical forums...but had an idea to alter how the leve system works..


I have an idea that mixes sidequests, Missions, and simple leveling up that I’d like to see brought to FFXIV. When doing any content that can’t be done solo you simply go to the adventure’s guild and create a leve for it.

Lets say theres a quest where a whitemage’s friend was kidnapped by bandits. You tell the whitemage you will help her save her friend. But the mission is to difficult for just you and the whitemage to do alone. The whitemage gives you a leve request card to take to the adventure’s guild.

You go to the adventure’s guild and give the npc your leve card and it then becomes an available leve on the leve boards. The leve will be posted as a 4 man, 8 man, 16 man, or 24 man leve….this isn’t an option…but part of the specific leve.

For this example lets say it’s a level 25, 4 man leve called “Rescue Mission”

When you give the leve it asks you what role you will play in the mission. Lets say you’re a damage dealer.

So the slots are this…

1. Tank
2. Healer
3. Damage – You the player
4. Damage

This is where the content finder comes into play.

Players who are looking for content can open their menu and select “Leve Boards” From here a list of all available leve requests are posted…arranged by levels.

Rescue Mission – 4 man – level 25 T H D D

T = Tank
H = Healer
D = Damage

All the leves are level capped…where if your higher than the cap, this mission lowers your level to the cap…gear and skills are synced to match the level (Only if your higher than the cap.) This is done to keep content challenging.

Once everyone accepts the leve an automatic party invite is sent to each player and they can meet together to go start the leve at the corresponding camp crystal (which ever is closest to the bandit’s camp.) Once the leve starts the party has the level 25 cap placed on them and the whitemage npc shows up thanks everyone for coming then they are off to the bandit’s camp.

The whitemage NPC who started the quest comes along as guest character. Tossing in cures and damaging enemies.

During the leve all exp gained from killing enemies is calculated from the level 25 cap even if players were originally over the level cap…say level 43.

After the leve is complete…all players receive a gil reward plus some kind of Mercenary Currency that is used at the adventure’s guild in exchange for unique items and materials Or simply GC seals.

The player who requested the leve…has accomplished the quest “Rescue mission” and talks to the npc again to receive the quest reward and cutscene and perhaps unlock yet another leve quest to advanced that quest’s storyline.

I think this would work well for casual players and hardcore players alike. This makes the server community work together as a whole if this becomes a larger focus of the game.

What do you guys think?

*Edit*
Forgot to mention that this originally was conjured up after seeing a debate on how if your new to the game...and a mass majority of the player base is level 50 and has done "most" of the content in the game, it can be difficult to advance at the lower/middle levels due to lack of help from other players. A example would be...Oh I need to fight a NM to get my artifact gear...but that fad is kinda over....most likely youll have to be at the mercy of your LS to help you accomplish that feat. (i know there are LS out there where this isn't a problem) but its common for people to not want to go help people just for the sake of helping. For those of you that played ffxi...remember people shouting to get sky access...or CoP missions done to get sea access....they spent hours and hours shouting to just get a group together...cause those missions took a long time to complete and people who have already done the quests aren't wanting to spend hours doing it again with no reward....

But with my idea....if it was pushed to be a main focus.... then doing quests over again would be common place and be the "only" way of getting rare gear and mats.


Edited, Jun 13th 2012 12:29pm by omen613
#2 Jun 13 2012 at 10:02 AM Rating: Good
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At its heart, I think that your idea is a good one, and encouraging players do complete cooperative content should really be the focus of every MMORPG. Level sync both increases the pool of available members and allows friends to play together, so there are comparatively few drawbacks to implementing it.

However, I also think that there is far too much automated regulation in your idea's current form. I don't want an NPC following me around curing me if I can help it, nor do I want quests that make me fill specific role slots. If there's an NPC fighting with me, then it both detracts from the difficulty of the quest as well as the sense that I'm playing with other people; if quests won't let me attempt them without job X, Y, and Z (Tank, Healer, and Damage), then I am both discouraged from experimenting and, possibly, unable to play with my friends.
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#3 Jun 13 2012 at 10:22 AM Rating: Default
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Well the npc helping thing can easily be tossed off the table...its not the central role of the idea.

As for the party roles...I think this is more good than bad. I understand your frowning on this tho.

But lets say this was a rather difficult leve....if you just requested a group of 8 players for it...and all you got was a bunch of damage dealers (which most people play as) your *almost* doomed to failure due to lack of a healer.

I think that would be a common problem and thus turn ppl off from this game mechanic cause its just a lottery if you get a healer or not.

Edited, Jun 13th 2012 12:30pm by omen613
#4 Jun 13 2012 at 10:43 AM Rating: Good
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If somebody makes a bad group for a given quest, then they just fail and try again. It's not as though the death penalty is very steep in this game. There's no need to prevent me from, for example, trying my Stoneskin mage-tanking build alongside my friend's hybrid DD/Healer character just because the quest "requires a tank and healer." Are Gladiators and Marauders the only classes capable of tanking a given quest? What about a Pugilist or a Lancer? It really depends on the dynamics of the group in question, because even a group of tanks should conceivably be able to finish a simple quest if they just bounce their enmity around.

Recommendations about party composition are fine (although I'm not sure who wouldn't understand that a good party might need a tank, healer, and damage-dealer), but mandating it is just overly severe hand-holding. Also, it kind of spoils what the fight might be like when the game tell me, "Kane, you'll need only one tank for this, but two healers; other than that, stuff the party full of damage." Smiley: lol


Edited, Jun 13th 2012 12:45pm by KaneKitty
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#5 Jun 13 2012 at 10:59 AM Rating: Default
5 posts
KaneKitty wrote:
If somebody makes a bad group for a given quest, then they just fail and try again. It's not as though the death penalty is very steep in this game. There's no need to prevent me from, for example, trying my Stoneskin mage-tanking build alongside my friend's hybrid DD/Healer character just because the quest "requires a tank and healer." Are Gladiators and Marauders the only classes capable of tanking a given quest? What about a Pugilist or a Lancer? It really depends on the dynamics of the group in question, because even a group of tanks should conceivably be able to finish a simple quest if they just bounce their enmity around.

Recommendations about party composition are fine (although I'm not sure who wouldn't understand that a good party might need a tank, healer, and damage-dealer), but mandating it is just overly severe hand-holding. Also, it kind of spoils what the fight might be like when the game tell me, "Kane, you'll need only one tank for this, but two healers; other than that, stuff the party full of damage." Smiley: lol


Edited, Jun 13th 2012 12:45pm by KaneKitty


Fair enough.

However the process be...if the end result is a party put together with relative ease so that everyone gets into fighting some mobs and getting exp, story progression, and special currency for unique items and mats I think it would be a success.

I mean we are adventurers.... and when people need help with something they ask adventure's at the "Adventurer's Guild" to find people to do it.....why can't adventurer's who need help do the same thing as the common townsfolk?
#6 Jun 13 2012 at 12:12 PM Rating: Good
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omen613 wrote:
I mean we are adventurers.... and when people need help with something they ask adventure's at the "Adventurer's Guild" to find people to do it.....why can't adventurer's who need help do the same thing as the common townsfolk?

We can't do that precisely because we're adventurers. We're tough, callous types. We have it all together; we're adventurers, **** it! And adventurers don't cry, they don't hug, and they certainly don't share their feelings...

...n-no matter how much they may want to do so...

/manly_tears
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#7 Jun 13 2012 at 3:21 PM Rating: Good
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According to the original opening movie, I bet you that's what they had in mind for the leve system, and they only had the EXP ones done.

Because the levequest in the opening shows some guy fighting a marlboro and being taken away by imperials and we had nothing of the sort. I do think that would have been kind of cool, but the 2.0 direction seems to be downplaying the importance of leves to the atmosphere.
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#8 Jun 14 2012 at 1:25 AM Rating: Decent
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I initially was cloaked in delusions of grandeur. I thought SE was developing something really deep.
http://ffxiv.gamerescape.com/forums/viewtopic.php?f=2&t=1148

A guildleves reformation possibility:
http://ffxiv.gamerescape.com/forums/viewtopic.php?f=2&t=14331

A guildleves scenario:
http://ffxiv.gamerescape.com/forums/viewtopic.php?f=2&t=1450

This dude had a good idea for a player driven aspect similar to your suggestion.
http://ffxiv.gamerescape.com/forums/viewtopic.php?f=8&t=786

Totally unrelated, but heres an old thread about the action gauge.
http://ffxiv.gamerescape.com/forums/viewtopic.php?f=2&t=2631

The past two years have curbed my enthusiasm greatly. They have plenty of decent ideas from the fansites & official forums & their designers. It all comes down to selecting what ideas to use and polished execution. That being said, your idea is pretty good.
#9 Jun 14 2012 at 7:10 AM Rating: Decent
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If i'm reading your idea right, are you saying people creating their own leves with the guild? If so that sounds cool. but a gil reward should have to be posted by the creator of the leve.

"Need help killing "NM X" for my "XX gear" offering "insert reward here". and then you go ahead and deposit the reward so you can't back out on the deal. Then people read the message board and sign up for the "quest" and a message is sent to the posting player. They party up and go do whatever it was and then the player posting the quest hits Objective Complete and the reward is sent automatically to the player that signed up to help.

This would certainly help people meet and help lower level players. And possibly encourage new players to join established servers after 2.0 comes out so that there will be higher level players to help them.

However there would need to be some kind of precreated objectives to make the player made quests from and some way to determine that the objective was actually completed. Otherwise you would have people creating arbitrary quests or people just checking off complete in order to get the tokens.
Some kind of system where you describe you objective possibly drop lists that filter the possibilities of the next drop list:
Type:>>>>>>>>>Objective:>>>>>>>Reward:
Kill>>>>>>>>>>>Target
Travel To>>>>>>>Destination
Complete Quest>>Name of Quest
Collect>>>>>>>>>Name of Item
EXP>>>>>>>>>>>Reach level

But forcing the design of the party probably wouldn't make people happy. Party creation can be left up to the person that signs up to help with the quest. And that person can distribute the loot after they receive it.

Objectives could also be ranked on difficulty in order to offer a higher number of tokens/points to be traded for gear.

The idea for this reminds me of the Monster Hunting part of FFXII. Except it would no longer be NPCs posting the marks/objectives.




Edited, Jun 14th 2012 9:51am by Xineohpzero
#10 Jun 14 2012 at 8:32 AM Rating: Decent
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Xineohpzero wrote:
.
Objectives could also be ranked on difficulty in order to offer a higher number of tokens/points to be traded for gear.



This may be especially effective if the items you trade for are consumable. Used for the new chocobo system perhaps gearing/breeding/training.
#11 Jun 14 2012 at 8:56 AM Rating: Default
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Xineohpzero wrote:
If i'm reading your idea right, are you saying people creating their own leves with the guild? If so that sounds cool. but a gil reward should have to be posted by the creator of the leve.

"Need help killing "NM X" for my "XX gear" offering "insert reward here". and then you go ahead and deposit the reward so you can't back out on the deal. Then people read the message board and sign up for the "quest" and a message is sent to the posting player. They party up and go do whatever it was and then the player posting the quest hits Objective Complete and the reward is sent automatically to the player that signed up to help.

This would certainly help people meet and help lower level players. And possibly encourage new players to join established servers after 2.0 comes out so that there will be higher level players to help them.

However there would need to be some kind of precreated objectives to make the player made quests from and some way to determine that the objective was actually completed. Otherwise you would have people creating arbitrary quests or people just checking off complete in order to get the tokens.
Some kind of system where you describe you objective possibly drop lists that filter the possibilities of the next drop list:
Type:>>>>>>>>>Objective:>>>>>>>Reward:
Kill>>>>>>>>>>>Target
Travel To>>>>>>>Destination
Complete Quest>>Name of Quest
Collect>>>>>>>>>Name of Item
EXP>>>>>>>>>>>Reach level

But forcing the design of the party probably wouldn't make people happy. Party creation can be left up to the person that signs up to help with the quest. And that person can distribute the loot after they receive it.

Objectives could also be ranked on difficulty in order to offer a higher number of tokens/points to be traded for gear.

The idea for this reminds me of the Monster Hunting part of FFXII. Except it would no longer be NPCs posting the marks/objectives.




Edited, Jun 14th 2012 9:51am by Xineohpzero


Actually my proposed idea didn't let players make customized quests. The npc quests themselves require multiple people to complete. not all of them...but a good enough number of them. The npc gives the player who starts the quest the leve request to give to the adventure's guild. Once the quest is done..the only way to repeat it (and get tokens for) is for someone who hasn't finished the quest....to pick up the quest. There for its helping everyone progress in the game.

This would be done for main storyline, AF quests, and anything else that would require more than 1 person...just have to make the quest givers give you leve requests. This would not be for the soloable missions and quests...remember everything would be level capped....so its pretty easy to gauge if you will need help and if you won't...

Edited, Jun 14th 2012 10:59am by omen613

Edited, Jun 14th 2012 11:06am by omen613
#12 Jun 14 2012 at 12:12 PM Rating: Decent
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I'm not against the idea of larger scale content, but I think it should be separate from leves. SE's idea for leves was that they would be quick and easy content for casual players. This is why they added the favor bonus for exp and allow them to stack up while you're away.
omen613 wrote:
This is where the content finder comes into play.

I also don't like the idea of linking leves to content matching. People have a hard enough time using the basic search feature and I don't trust SE to be able to scale hundreds of leves to varying degrees of difficulty. People want more options for being able to play together, they don't want to be forced.
omen613 wrote:
But with my idea....if it was pushed to be a main focus.... then doing quests over again would be common place and be the "only" way of getting rare gear and mats.

Grinding repetitive quest becomes common and the only way to obtain rare gear and materials? No, no...absolutamente NO! Horrible idea ; ;

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#13 Jun 14 2012 at 1:22 PM Rating: Decent
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FilthMcNasty wrote:
I'm not against the idea of larger scale content, but I think it should be separate from leves. SE's idea for leves was that they would be quick and easy content for casual players. This is why they added the favor bonus for exp and allow them to stack up while you're away.
omen613 wrote:
This is where the content finder comes into play.

I also don't like the idea of linking leves to content matching. People have a hard enough time using the basic search feature and I don't trust SE to be able to scale hundreds of leves to varying degrees of difficulty. People want more options for being able to play together, they don't want to be forced.
omen613 wrote:
But with my idea....if it was pushed to be a main focus.... then doing quests over again would be common place and be the "only" way of getting rare gear and mats.

Grinding repetitive quest becomes common and the only way to obtain rare gear and materials? No, no...absolutamente NO! Horrible idea ; ;



You can't avoid repeatable content. Thats what online games do. Rpgs and First person shooters alike. At least in this way your not grinding the same 3 quests over and over, like primal fights, CC, etc....you have litterly ever group quest in the game become the "grind" and mixing it up and those who are doing it for the first time get the first time reward or progression into the story or whatever it is...AF..main story...etc etc. This builds a community where the "server" works together and advances as a whole.

If there is no repeatable content then its just like playing a console game and once you have done everything once..the game is over and you move onto the next game or wait for the next expansion.
#14 Jun 14 2012 at 3:21 PM Rating: Decent
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omen613 wrote:
FilthMcNasty wrote:
I'm not against the idea of larger scale content, but I think it should be separate from leves. SE's idea for leves was that they would be quick and easy content for casual players. This is why they added the favor bonus for exp and allow them to stack up while you're away.
omen613 wrote:
This is where the content finder comes into play.

I also don't like the idea of linking leves to content matching. People have a hard enough time using the basic search feature and I don't trust SE to be able to scale hundreds of leves to varying degrees of difficulty. People want more options for being able to play together, they don't want to be forced.
omen613 wrote:
But with my idea....if it was pushed to be a main focus.... then doing quests over again would be common place and be the "only" way of getting rare gear and mats.

Grinding repetitive quest becomes common and the only way to obtain rare gear and materials? No, no...absolutamente NO! Horrible idea ; ;


You can't avoid repeatable content.


I don't disagree. I mainly have an issue with large scale leves and pairing that with content matching. I'd rather rare mats come from a rare mob or a rare node than generic leves.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
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