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Final Fantasy XIV 2.0 Leveling methods ?Follow

#27 Jan 21 2013 at 11:37 PM Rating: Good
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#28 Jan 22 2013 at 4:30 AM Rating: Excellent
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Do you just have 200 "Kill X of Y" quests? Because that's just grinding with a progress counter other than your xp bar. And adding a jillion of those is meaningless, they may as well not even be there.


Strictly speaking, it's directed grinding. Contrast to the undirected grinding in FFXI. In XI, the players figured out what the best places to grind were. The advantage to directed grinding is content distribution. If you don't want your players to spend all their time in Crawler's Next killing caterpillars because it's "teh best", you can only give them the larger XP reward for say, 50 caterpillars. Then, you send them on their way to someplace else. That's its function in theory, at least.

It can also have the nasty side effect of making players feel like they're following the game's GPS, rather than exploring a living world, but that's more to do with your presentation of it (!'s everywhere, or make them find the quest-givers). Players do want some direction in finding game objectives, and don't want to feel like they're wasting their time just looking for them, but there's a balance that's needed besides smacking them in the face with an objective just for wandering into the area.

Personally I like a system (not unlike XI's) that forces you to listen to the NPC to actually know what and why you're doing a quest (even though a lot of XI's quests were frankly dumb). I'd like to see something like a journal system that lets you take hints when you need them rather than putting the entire game on rails. e.g., the NPC says something about a waterfall, linking your quest log to journal pages about waterfalls that you've already visited, maybe with a hint that "This place sounds/doesn't sound familiar" depending on whether you've previously been to the correct place. Preserve the open world exploration, please. Just because I don't like having to look up the answer online doesn't mean I need to be beat over the head with !'s.

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For a quest-leveling system to work, you need enough of those to accumulate a particular amount of xp, and enough interesting quests and dungeon quests to break up the monotony so the player doesn't mind when they hit a Kill X of Y. Adding story elements into the quest line is helpful for breaking up the experience a bit too, and that's something that I expect to see done well in a Final Fantasy game. I actually care less about how good the questing system is than I do about the story being good and interesting.


Doesn't even necessarily have to be about quantity, as much as length. A single quest could be a checklist that tells you to kill 100 monsters. Then it's hardly so different from the old camp-and-grind of FFXI. I'm not saying this is the best system, but my point is this: I don't think anyone really feels that five separate quests that tell you to kill X number of Y mobs in the same area is some stroke of game design brilliance. They're MONSTERS. I don't need some half-baked narrative reason for killing each individual species. I already want them dead. That's why I bought your game.

So there are better things to do with your content designers and programmers than have them design these meaningless tasks just to increase your number of "quests". Like have them create real content.
#29 Jan 26 2013 at 11:17 PM Rating: Decent
sandpark wrote:
Ishihara wrote:
IMO, a decision such as this to replace, exp parties is well, stupid, why go through the trouble, then many of the quests could suck, repetitive, possibly broken, etc... as opposed to making great zones as well as more zones to find a good pt, chat and xp all night, while listening to Jrock!

Why can't we have quests? They should do these quests for leveling up just like offline final fantasies. Traveling to a new zone with party members, fighting monsters along the way to a quest objective. That objective might just be a cs or some zone boss. It would require some leveling up to complete. Grinding in one spot for hours might feel good to socialise in. But that is not Final Fantasy. Unless FFXI is the only FF that counts for you?

Ishihara wrote:
I disagree and hope this doesn't happen, can we do that? I actually liked the travel, riding chocobos, and hoped for another form of transportation like a personal airship, it could be done, I actually thought, or hoped these... Pic1 Pic2
would be the airships, not to large, since there would be many in the skies, and make them something you have to earn, like the equivalent of a matts cap, that would be nice, then you would have status... a rare useful item, fun, and what ever else you can think of

You misunderstood me I think. There will still be plenty of sidequest involving traveling. For the purpose of expanding lore or questing stuff. I prefer levequest to be a repeatable group or solo content that has a more direct jump in and go leveling process. Think of the sub job quests in Valkurm or the quested genkai, I'm saying I want levequest to function something like those. I'd go so far as to level cap areas of importance. Hence my idea of journey leves. Instead of level up at X area then travel to Y to complete the tasks. I'm suggesting level up & accomplish the tasks in X area.

Ishihara wrote:
This is why finding a party and grinding should remain in the game, I wouldn't mind doing some quests to finish a level or gain a significant amount of xp to change the pace or get into a good story(I hope story will continue to be implemented, even those small quests that only build town npc background char, loved those), but I hope we still will be able to get to max level in *cough/ahem* traditional*ffxi* style xping.

Then I hope your hope doesn't come true. That would pretty much limit the playerbase to old XI players or other old school type progression mmo players. That's not Final Fantasy. Final Fantasy consist of grinding en route towards steady incoming objectives. They are not going to implement some block to deny you killing stuff in the same area for X amount of hours. They just won't force people to level one way. Forcing of hands will spell smallness in playerbase. That's the equivalent of telling players the only way to level up would be to PvP. If SE starts telling players that for something they pay for. They may as well close shop now or be content with a relatively small playerbase.


I actually like his this post...

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I'm cool with us getting a group together, taking on a quest, and then there are lots of mobs we have to pull, and fight to get to that said quest. I'm all good for that. I just hope that if we want to one night go adventuring to a part of the map we've never seen before, and see a cool waterfall or something with some nice mobs around the area. That we'd be able to pull mobs from that area, and level at a reasonable rate, while we chat and have fun.

I'm all for change for the better of more players, but I would also like the option to grind at a camp, and I hope to be able to do so with results. Not a, we can do it, but its not worth it type of situation. The more options the better, because one of the things I didn't like about FFXI was that there were set camps labeled as the best, and the only camps you should be at. You should have a chance to fight in a lot of areas, after all it is a gigantic world that we'll be inhabiting.


What I and I think many other FFXI fans would really dislike is for them to go all the way mainstream, if less subs is a penalty then that's what it is, they already aren't worried about money yet, as its paid for by them, XI wasn't mainstream and its still around as one of the most populated and profiatable mmos compared to the many clones out there. I don't want a game were instances are the primary source of any type of activity. I just hope there's a fragment of FFXI's xping style in XIV, even the party finding system has changed, its becoming less player organized and more jump in push a few buttons and voila, your hackin and slashing for 10mins then repeat.

Edited, Jan 27th 2013 12:20am by Ishihara

Edited, Jan 27th 2013 12:21am by Ishihara
#30 Jan 26 2013 at 11:24 PM Rating: Good
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XI was plenty mainstream. Maybe not as successful as Everquest at the time, but certainly successful and profitable in its own right. XIV is FAAAAAAAAAR from profitable right now.

I'd be surprised to see the exp grind completely removed since it's such a staple of the Final Fantasy series, but at the same time I doubt it would be the primary source of gameplay. I expect more focused, goal-oriented gameplay at this point from a new MMO.
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#31 Jan 26 2013 at 11:34 PM Rating: Decent
Archmage Callinon wrote:
XI was plenty mainstream. Maybe not as successful as Everquest at the time, but certainly successful and profitable in its own right. XIV is FAAAAAAAAAR from profitable right now.

I'd be surprised to see the exp grind completely removed since it's such a staple of the Final Fantasy series, but at the same time I doubt it would be the primary source of gameplay. I expect more focused, goal-oriented gameplay at this point from a new MMO.


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go all the way mainstream, if less subs is a penalty then that's what it is, they already aren't worried about money yet, as its paid for by them, XI wasn't mainstream and its still around as one of the most populated and profitable mmos compared to the many clones out there.


I hope its the one of the main choices, and other options are available, not saying no quests or w/e at all. Grinding was an option in 1.0, just hoping they'll tweak it to mimic xi in many ways.
#32 Jan 26 2013 at 11:41 PM Rating: Good
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While I really don't think that grinding out XP is a staple of the FF series, on the whole, it was a huge part of XI, for better or for worse.

I've grown to dislike XI for its grind for many reasons, but none other than the fact that the concept took people away from experiencing real content. Many other games have epic experiences that you can jump right into at just about any level, but if you think about it, everything I ever did in XI required planning, ideal setups and convincing people who'd already done it. Not only was setting up a group for anything like this difficult, but many experiences weren't particularly rewarding, they were just arbitrary milestones to open up a new scenario or area, (e.g. Sky, sea).

I really do think that an XI-style experience system would ruin 2.0 for many people, and the last thing SE needs right now is for the game to flop a second time.
#33 Jan 27 2013 at 1:13 AM Rating: Decent
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but if you think about it, everything I ever did in XI required planning, ideal setups and convincing people who'd already done it. Not only was setting up a group for anything like this difficult, but many experiences weren't particularly rewarding, they were just arbitrary milestones to open up a new scenario or area,


lol I tried to express what you just said in an earlier post as something I missed but i deleted it, those things made the game fun for me, b/c it wasnt just "some" game, it was a virtual society, you had to understand how to entice people, understand who understood their roles, understand peoples play times, and so much more, if you got anywhere in xi, you understood how to communicate, how to plan, learned fast and were patient, etc. that brought a whole new dynamic to the game, you "needed others" to complete stuff, you didnt have the option of playing a social game solo, which how mmos should be, there are plenty games offline, or that offer people to play the game with only who they deem "able"... I feel like im the only one who understands this sometimes

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but many experiences weren't particularly rewarding, they were just arbitrary milestones to open up a new scenario or area, (e.g. Sky, sea).


wow your on a role, i loved that, i loved just working my way to promy's, getting to norg or gaining acces to Tavnazian Safehold, exploring for the first time, just knowing I was close to getting to sea, as someone else mentioned, its about the journey...I would eventually be disappointed if i logged on every night and completed something %100... nah, i want something to build up, work towards, something that may even take months, the thing is, I feel my memories will have to much of an effect on how I receive this game, sucks b/c i havent "really" played an mmo since i left xi
#34 Jan 27 2013 at 1:31 AM Rating: Decent
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Uhhh... I could be mistaken, but I think he's saying that he DOES NOT like those things about XI. And he makes some valid complaints. While I think there were positive elements to the cooperation and communication that XI required, those things can be strongly incentivized without being required, and XI required it without providing tools that might make such an experience less frustrating.
#35 Jan 27 2013 at 3:03 AM Rating: Decent
Hmmm... Its quite clear that he doesn't like those things, but... I do... and I think being able to communicate is all the tool you need, the only thing I couldve asked for was the Japanese translator function, which was planned but dropped

Edited, Jan 27th 2013 6:58am by Ishihara
#36 Jan 27 2013 at 10:33 AM Rating: Decent
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TurboTom wrote:
While I really don't think that grinding out XP is a staple of the FF series, on the whole, it was a huge part of XI, for better or for worse. .


Sarcasm? Grind = Final Fantasy much like Breathing/Blood Flow = Staying Alive.

An "XI style grind" would only ruin ARR if SE's target is the WoW type audience. Otherwise, Quest based leveling is just as much of a grind because you WILL be repeating the same **** over and over.

No one can deny this, no one can say "SE will do it different!" No, no they won't.
#37 Jan 27 2013 at 11:14 AM Rating: Good
The ironic thing is that the exp grind is pretty much gone from XI now.
#38 Jan 27 2013 at 2:00 PM Rating: Decent
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Ishihara wrote:
Hmmm... Its quite clear that he doesn't like those things, but... I do... and I think being able to communicate is all the tool you need, the only thing I couldve asked for was the Japanese translator function, which was planned but dropped

Edited, Jan 27th 2013 6:58am by Ishihara


Clearly communication was the only tool you needed or the game would have been unplayable. But for a game that required one to overcome so many obstacles to cooperation, it didn't give you many tools to do it easily. e.g., a linkshell billboard would have been a great tool at minimum. Most serious LSs took to making their own out of game websites with calendars and forum.
#39 Jan 27 2013 at 3:21 PM Rating: Default
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Clearly communication was the only tool you needed or the game would have been unplayable. But for a game that required one to overcome so many obstacles to cooperation, it didn't give you many tools to do it easily. e.g., a linkshell billboard would have been a great tool at minimum. Most serious LSs took to making their own out of game websites with calendars and forum.



Other than the one you mention, which wasn't a big deal, there are plenty of linkshells that ran well by using free services, believe it or not, i've even been in a few that didn't use websites at all(over 20 members), what other obstacles would you say there were, and I made a list of them on another post I made, but anything other than "idiots"(heh) not paying attention was fine.

The ARR team is implementing a quick party find system which "may"(maybe ill like idk, just speculating, its a forum) take away all the fun of having to find people to party with, for me and people I played with it was fun, we did it together, we knew what to look for, who to ask, how to ask, good times to ask(which was fun, b/c again the world had its own society, individual players had events planned weeks ahead, so you had to understand their schedule).

If your talking about quest difficulty, or anything to do with design pertaining to how you did things after you've got "cooperation" then... "sigh".

Edited, Jan 27th 2013 4:24pm by Ishihara

Actually lol the steps are...

Know what you want in your party depending on what job your gonna level.

Check linkshell list or friendslist first, or have someone you've told in advance you wanna level, or most of the time be invited to a party, id usually get invited to good parties by friends

find whatever else you need to close the gaps, if what you want is not available find a suitable substitue, or have patience, chit chat with party members, go kill vt's, while looking, do a small quests, soooo many things a group of four looking to xp could do, although, this is a time when people get flaky and waste their and your time by just leaving(oh the laughs I've had)... but, this rarely happens if people know you or have partied with you before, or if you give them the question of "how long do you have, you can either inform that you guys feel liking chaining for like 4-5 hours or if you were really good you could keep those replacements coming.

I'm sorry but all this made the game so much fun for me... I'm not alone on this, but if I had to be I would.

Gosh just imagine logging on looking for a party, clicking a button and joining a group automatically. A group of randoms as well.

Edited, Jan 27th 2013 4:41pm by Ishihara
#40 Jan 27 2013 at 3:43 PM Rating: Good
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Yeah, honestly I couldn't even bother to read all that, because the process of building a party is roughly as boring as explaining the steps to it.

It wasn't a matter of knowing how to do it. Most people figured out how to effectively build a party pretty quickly. That didn't make it fun or even prevent it from being frustrating.
#41 Jan 27 2013 at 3:50 PM Rating: Good
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I knew how to build my parties for XP in most level ranges.. and the parties I built were pretty effective for the most part.

That didn't make it an enjoyable activity for me OR for them.

How much fun do you seriously derive from standing around in Port Jeuno shouting for help with your AF3 quest for 12 hours (for instance)? Or for any activity OTHER than grinding? A lot of people in a lot of games bemoan the loss of the social aspect of MMOs with the introduction of party finder-like systems, but the fact of the matter is: the fun part is doing the thing, not building the party to do the thing.

And even if somehow that's the part of the game you really enjoy, there's nothing stopping you from doing it. The tools are all there. Chat channels, linkshells, friend lists... go nuts. I'll be over here doing the thing I wanted to do.
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#42 Jan 27 2013 at 4:07 PM Rating: Default
Ok, I understand were you coming from, but was that not the biggest aspect of Square Enix's mmo? The social aspect of Final Fantasy, which has always been a single player adventure, but now they created a world were you and your friends could enjoy these great adventures together.

Imagine a game were you logged on check your retainers for sells, clicked a few buttons, did a quests. Rinse repeat a few times. Since I've dropped from XI i've tested other mmos, and in many theres no need to be social. Don't get me wrong, irl, i have my close friends and thats all i need, so im not a social *****, but I do like being that supportive, silent team member tossing refreshes and cures were needed, dispelling etc. So I loved the teamwork aspect of it, it was like no other game ive played, except pso, or fps's, but this was final fantasy and in an mmo setting.

You take people finding their own groups out of the equation, you lose a lot of that. Force us to play together, force us to create a society.

Maybe I'm just nervous though, maybe it'll be close enough to xi to hold me, from what I've heard, seen and read.

Edited, Jan 27th 2013 5:10pm by Ishihara
#43 Jan 27 2013 at 4:20 PM Rating: Decent
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How much fun do you seriously derive from standing around in Port Jeuno shouting for help with your AF3 quest for 12 hours (for instance)?


Well, for one, lol this def. wasn't somethign I did, maybe during early Zilart, lol but we were new, things weren't refined, etc. Even though I did like to log on and see a shout for something I needed, big imagination, I suppose.

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And even if somehow that's the part of the game you really enjoy, there's nothing stopping you from doing it. The tools are all there. Chat channels, linkshells, friend lists... go nuts. I'll be over here doing the thing I wanted to do.


The thing is, many people speculate an overly casual wowish crowd game were there won't be those kinds of options for people that came from their first mmo, ffxi. I'm just voicing an opinion and saying that It would be cool if everything didnt revolve around instances, you had to socialize to get things done, things took time to complete, etc.

>>>>> This <<<<<<<

I know many people disagree, but Id like if there was just one unique mmo on the market, seeing as how ffxi is pretty different now.

Edited, Jan 27th 2013 5:27pm by Ishihara
#44 Jan 27 2013 at 4:39 PM Rating: Decent
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You take people finding their own groups out of the equation, you lose a lot of that. Force us to play together, force us to create a society.


I think most can appreciate the sentiment of encouraging players to play together. But I don't think that effectively prohibiting solo play is a solution, nor do I think that nearly forcing players to group together the way FFXI did is fun. There are answers in between. Will FFXIV find them? Probably not, but frankly, FFXIV will probably barely survive at best, and more likely be a failure. How they broach this issue will probably be irrelevant in the end.

If I'm wrong, then it's not difficult to encourage people to play together without making it a pain in the *** to do so.
#45REDACTED, Posted: Jan 27 2013 at 4:51 PM, Rating: Sub-Default, (Expand Post) I feel I'm just worried, b/c if this doesn't work out, ill lose a genre I came to enjoy.
#46 Jan 27 2013 at 10:20 PM Rating: Good
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Honestly... it sounds like you want to play FFXI. Why aren't you just doing that instead of worrying about this? Smiley: wink

These should be different games. They aren't making FFXI-2 (I'd play that btw).
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#47 Jan 27 2013 at 10:37 PM Rating: Decent
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I infer his issue is that FFXI has changed so much that it no longer resembles the game it did several years ago. Which frankly, doesn't sound like it has necessarily been a change for the best. As I understand it, leveling is much faster, and that's about the best you can say about the game today compared to the days of olde.
#48 Jan 27 2013 at 11:45 PM Rating: Default
Yeah, I actually never officially left ffxi, i didnt have the internet for like a month after jr. college, only could use it on campus, then other things, but then abyssea came out, as I was waiting for income, and never really went back.

My friend recently payed for a month and he just didnt play it all b/c it was so diff. he told me that whitegate was a ghost town, which was a shock b/c the last i played white gate and the main towns that linked to Wings of the Goddess zones were the spots... he told me port jeuno is now the new spot, ive seen a few videos of this.

I will get it though, we plan to do bstmaster in the old zones, as weve always talked about duoing it. but see, although my friend feels the same way, he gives in a bit more to games and criticizes very rarely, and i know xiv will be his priority game, as hes played 1.0 to get legacy, etc. and i doubt ill find many people online who want to hangout in the old zones with a lvl 75nin/brd/rng/rdm and do old quests and missions >.> maybe, i wont know until i reactivate my char. but in a way im still looking forward to xiv, like i did pso2, then found out it was f2p

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These should be different games. They aren't making FFXI-2 (I'd play that btw).


I just think square enix had something no other mmo had with xi, and they should've just capitalized on that and not try to reinvent the wheel, there are plenty of fast paced, speed level, jump in do something rq then log off after 10mins games out there, why make more, make a stand, just like they did with xi, critics bashed xi for all its uniqueness, i still remember adam sesslers review about the rabbit, but look at it compared to its competitor, no f2p in site,

Edited, Jan 28th 2013 12:47am by Ishihara
#49 Jan 27 2013 at 11:49 PM Rating: Decent
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Pffft. Adam Sessler.
#50 Jan 28 2013 at 1:17 AM Rating: Excellent
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I see. So you're looking for a game that is essentially FFXI from 8 years ago?

Unfortunately I don't think you're going to be able to find that game. And no new game is going to look like that, for one very simple reason.. it won't sell.

I hate to be blunt about that, but it's the truth. That game wouldn't sell enough in today's market to sustain itself. FFXIV only survived as long as it did because SE decided they could give it another go, which was a super SUPER risky decision for them as far as financial investment.

As to your other points..

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I just think square enix had something no other mmo had with xi

I'm not really sure that's true. SE had the Final Fantasy name, but the MMO mechanics they were using were normal enough by the standards of the time. Remember that at that time, their major competition and example was Everquest, a game based largely on the text-based MUDs that came before it. FFXI easily adapted some concepts from Everquest and improved some others. If they followed that same formula again it wouldn't work, because Everquest is no longer the example they have to work from.

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make a stand, just like they did with xi

You're implying here that the status quo needs to be protested. To a certain extent that's true. Making a clone of whatever successful MMO happens to be the standard of the time isn't a good idea and has really never worked. You have to improve upon design and implement fun and engaging gameplay so that people will actually want to play your game over the competition. The field looks VERY different than it did back in 2002. MMOs are no longer a niche genre, and it's much harder to find a place to fit a new product that isn't already sufficiently covered by existing offerings. In this case, the Final Fantasy name might be exactly what's needed, additionally the focus on console support helps shape a niche for SE to fill. But they can't ignore what's happened in the last 11 years. They tried that once and managed to launch the most spectacular failure in all of modern MMO gaming to date.

I'm sorry if you're looking for a game from nearly a decade ago. When it comes to MMOs, you generally just can't have that. And it is kind of sad that you can't since it's pretty much the only genre of game where that's the case.

Btw, critics of the time weren't bashing FFXI for its uniqueness. They bashed it because they didn't understand wtf it was. Most professional reviewers were aware of Everquest (in that, they knew it existed), but MMOs weren't really a genre then, and so they didn't really know how to judge it.

Also lolAdamSessler
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#51 Jan 28 2013 at 10:07 AM Rating: Excellent
As someone who stuck with FFXI all this time post Abyssea, I just don't understand all the hate. Yeah, they yanked up the level cap to 99. Yeah, they made the exp grind less dreadful. Yeah, they obsoleted a lot of gear and shortened a lot of epeens as a result.

I think all the stuff they added in exchange more than made up for what was lost. I still have fun every day I log into XI.
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