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#27 Aug 01 2014 at 10:47 PM Rating: Good
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CoP was pretty much the definition of casual unfriendly even if "doing it as you level up" was an attempt to spin it as such. Job bias was strong, with that the sheepish nature of PUG attempts. Not a job listed in a particular strategy? Good luck. Or level one. I knew a number of people who took SMN to 30 just to get past the Promys for this very reason. The steep price for failure in EXP, meds, and time was also a considerable deterrent in deviating from the norm.

It probably wouldn't have been so bad if XI had better party and an actual cross-server matching system, but it didn't. So, despite the love some seem to have for CoP's story, the gameplay mechanics probably did their fair share of driving folks off to WoW at that time.
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#28 Aug 01 2014 at 11:52 PM Rating: Decent
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Seriha wrote:
CoP was pretty much the definition of casual unfriendly even if "doing it as you level up" was an attempt to spin it as such. Job bias was strong, with that the sheepish nature of PUG attempts. Not a job listed in a particular strategy? Good luck. Or level one. I knew a number of people who took SMN to 30 just to get past the Promys for this very reason. The steep price for failure in EXP, meds, and time was also a considerable deterrent in deviating from the norm.

It probably wouldn't have been so bad if XI had better party and an actual cross-server matching system, but it didn't. So, despite the love some seem to have for CoP's story, the gameplay mechanics probably did their fair share of driving folks off to WoW at that time.


XI was never casual friendly. If you were a casual, you wouldn't make it past level 10 in FFXI. Let's not kid ourselves.

Job bias only affected you if you were too lazy to put together your own groups. Again, not for casuals. You couldn't expect to skitch on every PUG you came across unless you had the desired jobs leveled. That just makes sense to me.
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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.
#29 Aug 02 2014 at 7:13 AM Rating: Good
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You haven't ever seen another MMO increase it's level cap before? XIV follows the usual vertical progression so it's likely to be very similar to what you'd see in any other game.


Actually Mr. Filth, no I haven't played any other MMO significantly other than FF11 (pre level sync gear update), good point. That being said, I actually prided myself in keeping some low level gear for capped instances back in the day. But what I'm seeing now, is the sad sad disposal of lvl 49 gear that I worked and melded very well being replaced by .....first ilvl 70 gear that I melded so good, then 80 CT gear, then 90 AF myth gear, and now 100 soldiery gear. I still hold onto the old crap as if fooling myself into thinking it's still good.... but it's not, it's obsolete, should just convert or (gasp) npc it.

I wouldn't go so far as to make high level gear unusable for capped fights, but at least make the level appropriate gear a bit better than level synced high level ****.

Though I've never played WoW, I've heard of a disturbing trend of my friends logging in after an update on WoW, getting the latest gear, and logging out until next update/expansion.......and that's it......I believe (hope) Final Fantasy can do better than this.
#30 Aug 02 2014 at 9:35 AM Rating: Good
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Though I've never played WoW, I've heard of a disturbing trend of my friends logging in after an update on WoW, getting the latest gear, and logging out until next update/expansion.......and that's it......I believe (hope) Final Fantasy can do better than this.


Said friends are playing it wrong.

Some people, yes. They log in AS SOON AS the patch is up, and do this RUSHRUSHRUSHGOTTADOITRIGHTNOWRUSHRUSH and then a few weeks later they're "OMG THERE'S NOTHING TO DOOOOOOO!!!!!!!!!!"

Well, derp.

They rushed the content as fast as humanly possible, going on the 72-hour playing binges, calling off days at work/school to do this. What did they expect was going to happen?

And they're going to do the same thing in Warlords: I bet schools across the USA should probably be prepared for half of the entire school to not show up on the Tuesday that WoD comes out. Or Wednesday for that matter.

I never understood this behavior. I don't even think the devs at Blizz even want this behavior to happen: they even REMOVED the World First Achievements from all future content (except for raid clears), probably for this reason (that and everybody used every exploit they could find to attain it).

If you don't RUSHRUSHRUSH the newest content, it is usually evenly paced. And unlike FFXI and FFXIV, there's incentives to have multiple characters for more than just muling items; you can't change your class in that game (which is a good thing). FFXI (and XIV)'s class changes are good but yet it hurts when it comes to "no incentives to level alt characters". I rolled a Miqo'te in FFXIV... but sometimes I wonder what it would be like to play a Lalafell. But I'm not going to roll a Lalafell because... well my Miqo'te has eaten so much of my time and I'm nowhere near endgame... there's no way I'd ever get anywhere with a 2nd character and there's no real benefits for me to do so.

In WoW, however, I can get to max level, get some Endgame done, and have time left over to explore other races/classes.

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If I had to estimate, I'd say that a little less than half of the gear I used for lower level missions(and BCNMs) was stuff that was easily crafted, things that were quested or things I purchased directly from a vendor. That said, it doesn't matter if your defense is 50 or 500 when you're not taking hits. Your strategy and it's execution were far more important than your fashion sense.


Well if you read my post again, I did specify "Tanking" when I talked about low-level gear. And sometimes it applied to weapons, too! I've seen my fair share of SAMs, RNGs, NINs, and mages with low-level weapons on. Of course, Mr. WHM with the Lv1 wand (or no wand at all) couldn't land enfeebles on the bosses. Oh, and them going OOM when they had zero +MP gear whatsoever. Mr. Galka coming in with no hairpins, no MP rings, going OOM on his 3rd Cure II or some-crap.

And under-leveled/bad subjobs were a problem too, I remember. Everybody wants a RNG but you can't be bothered to buy Shihei to level NIN? Who cares, just throw anything on, even your Lv5 Warrior Sub. RNG30/WAR05 is perfectly OK! *sigh* And he probably had a Lv16 bow too with no AGI/DEX/RACC equipment.

Note: heavy sarcasm above.

Edited, Aug 2nd 2014 11:41am by Lyrailis
#31 Aug 02 2014 at 1:57 PM Rating: Good
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After reading some more post, I have to say, i think the level cap would be ok, aslong as it was slight. However, i do not think that one is needed at this time. There is plenty to do in ffxiv.
If you are one of those people that has everything done that can be done, then i think you need to find another game to play along w/ ffxiv because clearly you have ALOT of free time on your hands.
#32 Aug 02 2014 at 2:37 PM Rating: Decent
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klooste8 wrote:
Actually Mr. Filth, no I haven't played any other MMO significantly other than FF11 (pre level sync gear update), good point. That being said, I actually prided myself in keeping some low level gear for capped instances back in the day. But what I'm seeing now, is the sad sad disposal of lvl 49 gear that I worked and melded very well being replaced by .....first ilvl 70 gear that I melded so good, then 80 CT gear, then 90 AF myth gear, and now 100 soldiery gear. I still hold onto the old crap as if fooling myself into thinking it's still good.... but it's not, it's obsolete, should just convert or (gasp) npc it.

You are going to be replacing gear with almost every major content update. That's why I made the Smiley: glare face back when materia was announced. Players will spend time working toward getting nice melds and then a month or two or three later, their mannequin is wearing it.

I don't think it's so much a disturbing trend honestly. Depending on how much time players put in, they're generally through with content prior to updates. This is happening in almost every game. Many WoW players have moved on to trying ArcheAge or WildStar or ESO while they're waiting on the WoD expansion for WoW to come out. I think XIV actually got a bump in numbers because it came out during a WoW lull.

XIV won't break the trend unless they're adding content fast enough to keep people occupied.
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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.
#33 Aug 02 2014 at 3:37 PM Rating: Good
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Keysofgaruda wrote:
I actually agree with one of the people up top.

Levels in this game dont mean anything. They dont ever have to raise the level cap at all if they want to. You dont need to increase the level cap to "catch up" and you dont need it to gain new abilities. All of that can be done with quests or other methods. Its exactly like our job/class system. Classess dont need to exist, but they do. Same with levels. Item level increases are what matters in the end. Theres a huge difference between a level 50 i70 player and a 50 i110 player. Same level but what really changes it is ilvl. Sure they can raise the cap to 60. The only thing does is increase the time sink (which this game needs some of). Catch up could easily be "go buy i200 gear from npc". There doesnt need to be a cap increase for the game to do any of the things mentioned above.

Now that thats out of the way, i would prefer a cap increase just for the sake of having somehing to do.


This is entirely true. Everything that a level cap increase could bring could be implemented through other means. If there are aspects of a class/job that SE decides to tie to levels, it's only because that is the way that they choose to implement them. The same result could be achieved whether the cap is raised or not.

That said, raising the cap seems like the conventional way to go about major progress patches, and they've already mentioned raising the cap before, so I'm sure that's the way they'll go about it. Not that that's necessarily a bad thing, it's just one method among many they could use to further the model they're going with which is already rooted in vertical progression.
#34 Aug 02 2014 at 5:44 PM Rating: Decent
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Susanoh wrote:
Keysofgaruda wrote:
I actually agree with one of the people up top.

Levels in this game dont mean anything. They dont ever have to raise the level cap at all if they want to. You dont need to increase the level cap to "catch up" and you dont need it to gain new abilities. All of that can be done with quests or other methods. Its exactly like our job/class system. Classess dont need to exist, but they do. Same with levels. Item level increases are what matters in the end. Theres a huge difference between a level 50 i70 player and a 50 i110 player. Same level but what really changes it is ilvl. Sure they can raise the cap to 60. The only thing does is increase the time sink (which this game needs some of). Catch up could easily be "go buy i200 gear from npc". There doesnt need to be a cap increase for the game to do any of the things mentioned above.

Now that thats out of the way, i would prefer a cap increase just for the sake of having somehing to do.


This is entirely true. Everything that a level cap increase could bring could be implemented through other means. If there are aspects of a class/job that SE decides to tie to levels, it's only because that is the way that they choose to implement them. The same result could be achieved whether the cap is raised or not.

That said, raising the cap seems like the conventional way to go about major progress patches, and they've already mentioned raising the cap before, so I'm sure that's the way they'll go about it. Not that that's necessarily a bad thing, it's just one method among many they could use to further the model they're going with which is already rooted in vertical progression.


I agree that they wouldn't have to raise the level cap, but not adding abilities would leave the game stale. The main reason for them to increase the level cap, at least from the devs perspective, is that it gives players something to do. It's a matter of a few weeks or months depending on your play style and it's something to keep you occupied and paying a subscription fee.

I also think players like the idea of leveling up. Character progression is more important to some people than gear progression, but why not have both if you can?
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HaibaneRenmei wrote:
30 bucks is almost free

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.
#35 Aug 02 2014 at 10:27 PM Rating: Good
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FilthMcNasty wrote:
I agree that they wouldn't have to raise the level cap, but not adding abilities would leave the game stale. The main reason for them to increase the level cap, at least from the devs perspective, is that it gives players something to do. It's a matter of a few weeks or months depending on your play style and it's something to keep you occupied and paying a subscription fee.

I also think players like the idea of leveling up. Character progression is more important to some people than gear progression, but why not have both if you can?


I was mainly just reinforcing the point that you don't necessarily need a cap raise in order to get some of the things people have mentioned that are typically associated with cap raises. Anything that could be obtained through cap raises could be obtained some other way, from new abilities to stat increases to unlocking all sorts of other different upgrades for your character.

But I agree, in that the main reason to increase the cap is to give players something to do, and a lot of players do seem really comfortable with the idea of growing their character level as the game progresses. And while it may not be required to raise the cap to add things like new abilities, catch up periods, etc. if they're going to be raising the cap anyway, they may as well choose to tie these aspects in along with it.

Edited, Aug 3rd 2014 12:29am by Susanoh
#36 Aug 03 2014 at 3:45 AM Rating: Excellent
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Susanoh wrote:
I was mainly just reinforcing the point that you don't necessarily need a cap raise in order to get some of the things people have mentioned that are typically associated with cap raises. Anything that could be obtained through cap raises could be obtained some other way, from new abilities to stat increases to unlocking all sorts of other different upgrades for your character.

But I agree, in that the main reason to increase the cap is to give players something to do, and a lot of players do seem really comfortable with the idea of growing their character level as the game progresses. And while it may not be required to raise the cap to add things like new abilities, catch up periods, etc. if they're going to be raising the cap anyway, they may as well choose to tie these aspects in along with it.


I agree. XI was able to 'expand without expanding' through things like the merit point system and now player points, but they did it when there was already a ton to do in the game. XIV seems to suffer from a lack of content so it would probably upset players if they didn't get a handful of levels with more abilities and spells to sling around on the battlefield.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

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.
#37 Aug 12 2014 at 8:48 AM Rating: Decent
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Xoie wrote:
Thayos wrote:
Keep in mind that the first level cap increase in XI was from 50 to 75 when the game was about a year old.


According to the historical archives, the first level cap raise was to 55 in Sept. 2002 and the next was to 60 in Nov. 2002.
http://wiki.ffxiclopedia.org/wiki/Category:News/FFXI

Then it was raised to 65 when RoZ came out in May 2003. They raised it again in July 2003 to 70 for the NA beta and it remained so for the NA release in Sept. 2003. Then the raise to 75 happened in Dec 2003 where it stayed for years.
http://wiki.ffxiclopedia.org/wiki/Category:News/RoZ

Edited, Aug 1st 2014 7:29pm by Xoie

..So basically I came into XI shortly after 75 was implemented..
#38 Aug 12 2014 at 11:03 AM Rating: Default
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I dont think it is hard to do! they just raise the level to like 60 and allow you level changing your base stats.

Of coarse the stuff that we have now will be easier and may be obsolete but that progression.. It aint obsolete when leveling other jobs though or too new people... Things have to get easier with time so people can get by the stuff.. I prefer raising level cap to the echo buffs for making it easier to pass hard content.

You could always level cap them too but why.....

I dont like level capping new content lower than the current player level though like what was discussed... That would probably make me quit the game. I spent all this time leveling and putting into my shinny new weapon, why do I want to go backwards. I dont like doing DF LL because of this.. I loose all the spells I worked for, my gear is pretty much useless...

Edited, Aug 12th 2014 1:04pm by Nashred
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#39 Aug 12 2014 at 12:40 PM Rating: Default
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FilthMcNasty wrote:
Susanoh wrote:
I was mainly just reinforcing the point that you don't necessarily need a cap raise in order to get some of the things people have mentioned that are typically associated with cap raises. Anything that could be obtained through cap raises could be obtained some other way, from new abilities to stat increases to unlocking all sorts of other different upgrades for your character.

But I agree, in that the main reason to increase the cap is to give players something to do, and a lot of players do seem really comfortable with the idea of growing their character level as the game progresses. And while it may not be required to raise the cap to add things like new abilities, catch up periods, etc. if they're going to be raising the cap anyway, they may as well choose to tie these aspects in along with it.


I agree. XI was able to 'expand without expanding' through things like the merit point system and now player points, but they did it when there was already a ton to do in the game. XIV seems to suffer from a lack of content so it would probably upset players if they didn't get a handful of levels with more abilities and spells to sling around on the battlefield.


The real issue isn't lack of content, it's lack of relevant content. The game is only a year old but they are already pushing content into the obsolete category. For where I am in the game right now the only thing to do is second coil farming and hunts (I hate hunts). Now I know what people will be thinking. What about Ramuh, Leviathan, Moogle, novus, other jobs, etc. Well all my other jobs that aren't my main are full 90 meaning the only way to progress is to spend soldiery or get coil gear (Lockout Problems). For novus I finished my Paladin set, and doing a second one would make my brain melt (Access Problems). Ramuh, Leviathan, Moogle were implemented already obsolete since better gear already existed, and is more readily available because of hunts. And then there's everything else that came before this, now very much obsolete, with no reason to run any of that content again unless it comes up randomly in the roulette (of which I run only expert for additional alexandrites, and trials because it's quick).

So that leaves me with second coil. I have to wait 1 week, every week to continue to do the only thing there is for me to do in this game (and the only thing challenging enough for me to have fun with). When 2.4 hits it is going to be the exact same thing again. Coil 3 will be the only content to do after I have finished what will be the next relic upgrade. The new primal I will beat once and never touch again since I will obtain either coil/token pieces instead. My other jobs will get geared up by simply collecting the mountain the soldiery we will be getting (if myth now is any indication). So I will be back to doing coil 3 once per week and having to wait a whole week to get anything done.

This vertical progression we have is the root cause of the problem, and is the direction Yoshi-p decided to take the game in when they revamped everything. They way, way oversimplified gear causing me to only go after one piece of gear, per slot, which can be accomplished in one single 4 part dungeon, that I can only do once every week. Couple this with the fact that already, before even the games one year mark, new players are already able to jump straight to i100 gear causing all the content at 50 to be easily and quickly completed. Somehow we already need a method to "catch up" when there isn't that much content to go through to begin with. Just as an example, my alt character was turn 6 ready 1 week after hitting 50. I was under the impression that the catch up method was the roulettes so lower leveled players had people to play with, but I guess that wasn't enough. At some point horizontal progress needs to be implemented or we will always have very few options for things to do outside of an initial first time clear.
#40 Aug 13 2014 at 6:54 AM Rating: Excellent
On the one hand, there's only so much for me to do each week any more.

But I have a lot of friends who just picked up the game in the last few months - and two in the last two weeks! - and we've still got plenty to do with them. We ran through the last of the Expert roulette HM dungeons with our our newly iLvl 90 tank last night (and dude got lucky with Atma so he's already starting on his books. Grrrr.) We knocked out an Ifrit story mode for someone else.

A lot of the content isn't so much obsolete as it is something you only need to do once. (As opposed to never doing it at all.) If you've been playing for a year, it's no longer worth doing for it's own sake, but it's still fun to help others. If you just picked the game up a month ago, the sheer amount of things to do is overwhelming.
#41 Aug 13 2014 at 8:58 AM Rating: Decent
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Catwho wrote:
If you just picked the game up a month ago, the sheer amount of things to do is overwhelming.


Yeah and as said, it depends on how you look at it because the speed you reach end-game (if you actually play more than 2 hours a day) is a bit too fast then you realize there's only 1 current end-game event - Second Coil of Bahamut, which requires the First Coil to be completed.

So there's a lot of content...but so does any other MMO depending on how you look at it, just not everything is relevant to progression. So if you look at it from a progressive standpoint, there ain't **** in this game after a year, but if you look at it as 'things to do regardless of being useful or not' there's quite a lot to do. That's partially the problem since yoshida himself even admits he's designing the game with the idea that people will drop it after completing x update content while waiting for the next update, which is partially why it's being designed with players who don't even play in mind rather than people who keep playing. Sadly, the main counter agrument people seem to throw out: "Why does everything have to be about progression?"

Well, why do you play a video game if all you do is repeat the tutorial level endlessly for the rest of your life because you find it "fun" and choose not to move on? (Progress.) Progression is a part of RPGs...especially MMORPGs, so it is always a good idea to have a lot of progression base content. Some of it may seem like it..but largely, if you've done Coil 2 and got geared out..Syrcus Tower is worthless to you from a progression stand point. Same with Crystal Tower, it is ABSOLUTELY worthless to everyone as you can get Myth gear without ever so much as unlocking those raid. You can also get Sol gear and with hunts now...boom, you obsoleted even optional progression paths.

Honestly, the whole CT/Coil **** up at the start is what really skewed the content base of this game because initially, coil was supposed to be the hardcore 24 man raid alliance where 3 separate parties went 3 separate paths to complete it, as they originally described it.

It's painfully obvious they're banking on the expansion/level cap raise to really start pushing the game forward.


Edited, Aug 13th 2014 8:01am by Theonehio
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#42 Aug 13 2014 at 9:48 AM Rating: Excellent
The thing is, there are things to do that are HUGE crazy timesinks. How many Novus weapons have you completed?
#43 Aug 13 2014 at 11:12 AM Rating: Decent
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Catwho wrote:
The thing is, there are things to do that are HUGE crazy timesinks. How many Novus weapons have you completed?


2 since I only play 2 jobs end-game wise. Though that is more of a grind for the sake of it. So I wouldn't really consider that in the end-game realm of things since novus doesn't really have you collecting items from T9 for example ;p

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#44 Aug 13 2014 at 11:54 AM Rating: Good
Catwho wrote:
If you've been playing for a year, it's no longer worth doing for it's own sake, but it's still fun to help others.

This. ^^

For some reason, I find helping other even more fun in XIV than I did in XI. I kind of wish people would ask me for help more often. Smiley: blush
#45 Aug 13 2014 at 1:12 PM Rating: Decent
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Laverda wrote:
Catwho wrote:
If you've been playing for a year, it's no longer worth doing for it's own sake, but it's still fun to help others.

This. ^^

For some reason, I find helping other even more fun in XIV than I did in XI. I kind of wish people would ask me for help more often. Smiley: blush


Really? I have the opposite opinion on that one. I found it much easier and fun to help people in 11. This game you have to teach everyone everything (and sometimes the fight is just near impossible to help people with such as titan ex). Dont get me wrong though i like helping when i can, but when it comes to hard content i dont help unless its a 7 man carry. The time it takes for some people to learn a fight is really long. In 11 if a few people died it didnt mean a wipe. All these dps checks just make me not want to help anyone.
#46 Aug 13 2014 at 2:11 PM Rating: Good
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This game you have to teach everyone everything (and sometimes the fight is just near impossible to help people with such as titan ex).


Then how are people supposed to learn if nobody wants to help them through this stuff?

So you wipe... you explain what went wrong, and you try again. If you have some people who refuse to listen, learn, or start screaming, that's when the Vote Kicks should start. As long as they remain civil and at least willing to listen to what you have to say, why not try to help people?

And obviously if the whole group is immature, and refusing to listen, well yeah. That's when you drop and look for another group.

Quote:

For some reason, I find helping other even more fun in XIV than I did in XI. I kind of wish people would ask me for help more often.


Perhaps the reason is that you get rewards out of it yourself, even if it is something like Normal Sastasha? The rewards might not be huge, per se, but they are there, unlike in XI, where your best "reward" might be the occasional farming mat drop from incidental kills.
#47 Aug 13 2014 at 2:21 PM Rating: Good
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Lyrailis wrote:
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This game you have to teach everyone everything (and sometimes the fight is just near impossible to help people with such as titan ex).

Then how are people supposed to learn if nobody wants to help them through this stuff?

So you wipe... you explain what went wrong, and you try again. If you have some people who refuse to listen, learn, or start screaming, that's when the Vote Kicks should start. As long as they remain civil and at least willing to listen to what you have to say, why not try to help people?

Perhaps he mentioned Titan EX specifically because of factors like lag. You can't teach people how not to lag. No amount of learning or practice will overcome it.
#48 Aug 13 2014 at 4:07 PM Rating: Decent
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Lyrailis wrote:
unlike in XI, where your best "reward" might be the occasional farming mat drop from incidental kills.


It truly must have been a long time since you last played XI lol. I kind of agree, I found it way more fun to help people in XI with certain content than I do in XIV simply because...I guess to put it bluntly people never learn from their mistakes whenever I end up in a roulette with new people or helping out in party finder which is 99% of the time disguisd: "please carry me/more members of my FC."

Titan Ex for example. way easier than HM..it actually feels like it only has 2 phases..Pre and Post Heart. If you can't dodge you'll never beat it, people still cite lag/latency but honestly..with how many have and can dodge/clear it no problem..it's really getting harder and harder to see who is/isn't lagging or just saying it as an excuse because as expected, people cite lag in Ramuh as well.

Quote:
Then how are people supposed to learn if nobody wants to help them through this stuff?


Helping is fine...it's usually:

When you keep dying and making the same mistake...over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over .over and over and over

Is it a pain to want to help someone. I mean, I like helping as much as the next person, but when I see you die to the same damn bomb formation 20 times...enough is enough lol.

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#49 Aug 13 2014 at 8:44 PM Rating: Good
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svlyons wrote:
Lyrailis wrote:
Quote:
This game you have to teach everyone everything (and sometimes the fight is just near impossible to help people with such as titan ex).

Then how are people supposed to learn if nobody wants to help them through this stuff?

So you wipe... you explain what went wrong, and you try again. If you have some people who refuse to listen, learn, or start screaming, that's when the Vote Kicks should start. As long as they remain civil and at least willing to listen to what you have to say, why not try to help people?

Perhaps he mentioned Titan EX specifically because of factors like lag. You can't teach people how not to lag. No amount of learning or practice will overcome it.


That is very true. I blame game design and programming for that, though. I know nobody here likes it when I say so, but... I've gotten hit so dang many times when I was outside of the AoE area, it is just simply ridiculous.

I suppose, the best thing to do is try to help and then see what exactly is going on, if it looks hopeless, then abandon it.

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It truly must have been a long time since you last played XI lol.


I quit the game near the end (or near the middle? my memory of it is kinda foggy...) of WoTG, because of LFG for hours and hours and hours and getting no groups at all and attempts to make groups failed horribly. Campaign, couldn't get any XP whatsoever, Besieged, same, because whiff whiff whiff whiff whiff and they nerfed buff/curing XP in Campaign about that time. And Campaign was starting to die down, hardly anybody did it, and the mobs were just too stinking hard at the time (I swear SE balanced them around having Lv75 Endgame sh*t equipped).

Started playing again during Mid-Abyssea, then quit again because I was so far out of the loop that I didn't understand hardly any of the new stuff that was added and everybody was diving into Abyssea and I was like "uh, wtf is this stuff?" when I tried to read information on Abyssea, it sounded so confusing and I didn't know anybody since apparently during my absence, there was a server merge, peoples' names were changed, nobody on my old LS was on, etc.

Started playing AGAIN around March of this year, a little wee bit on-and-off, until family member also started playing again about a month ago. We've been playing somewhat heavily. Went from ~82 to 94 in that time.

Edited, Aug 13th 2014 10:47pm by Lyrailis

Edited, Aug 13th 2014 10:49pm by Lyrailis
#50 Aug 15 2014 at 10:28 AM Rating: Excellent
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And Campaign was starting to die down, hardly anybody did it, and the mobs were just too stinking hard at the time (I swear SE balanced them around having Lv75 Endgame sh*t equipped).

If I'm remembering right, the EXP formula ceased capping when you hit 61. Otherwise, it knocked off like 25% or so in 15 level increments. Otherwise, I think the fodder mobs were in the level 67 range, which would certainly require food use if you're fresh into 61. Wasn't impossible to be chasing good EXP/hr at the point, but it was reliant on others participating. The Fort EXP nerf didn't really help much when it came to EXPing lowbies, though. Nevermind the overblown buff nerf which I think was more a backlash to the vigilante justice some were taking on people.

Either way, I played Campaign way too much. On one hand, it was some okay EXP without needing a party. On the other, it actually rewarded hybrid jobs for being hybrid. Some took the latter as an affront because they never leveled their sword on RDM or club with WHM, instead espousing the usual tired tripe that backline jobs should be doing backline things. Keep in mind the mob level I mentioned earlier and then factor decent endgame on top. If you REALLY knew your job, then the only threats were usually Orcish Counterstance, perhaps linking too many/training onto you, and of course all the OP NM generals. Those that stayed in their fixed mentalities either wound up dead a lot, relying on others to do anything, or getting poo rewards. Meanwhile, those that understood the category caps and the value of tag cycling reaped the EXP/AN.
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#51 Aug 15 2014 at 9:23 PM Rating: Excellent
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Seriha wrote:
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And Campaign was starting to die down, hardly anybody did it, and the mobs were just too stinking hard at the time (I swear SE balanced them around having Lv75 Endgame sh*t equipped).

If I'm remembering right, the EXP formula ceased capping when you hit 61. Otherwise, it knocked off like 25% or so in 15 level increments. Otherwise, I think the fodder mobs were in the level 67 range, which would certainly require food use if you're fresh into 61. Wasn't impossible to be chasing good EXP/hr at the point, but it was reliant on others participating. The Fort EXP nerf didn't really help much when it came to EXPing lowbies, though. Nevermind the overblown buff nerf which I think was more a backlash to the vigilante justice some were taking on people.

Either way, I played Campaign way too much. On one hand, it was some okay EXP without needing a party. On the other, it actually rewarded hybrid jobs for being hybrid. Some took the latter as an affront because they never leveled their sword on RDM or club with WHM, instead espousing the usual tired tripe that backline jobs should be doing backline things. Keep in mind the mob level I mentioned earlier and then factor decent endgame on top. If you REALLY knew your job, then the only threats were usually Orcish Counterstance, perhaps linking too many/training onto you, and of course all the OP NM generals. Those that stayed in their fixed mentalities either wound up dead a lot, relying on others to do anything, or getting poo rewards. Meanwhile, those that understood the category caps and the value of tag cycling reaped the EXP/AN.


It probably didn't help that back then, you had to skill up on Tough mobs and I gained a lot of XP from just family member and I wailing away at Easy Prey mobs (until Level Sync came), even if it did take ages to get anywhere (which is why I quit the first time).

Even Match could skill you to cap, but it did so very d*mn slowly. My Main's a WAR. Great Axes are one of THE worst weapons to skill (or at least they were back then). Finding a Skillup Group that wanted to do things in my range was nearly impossible (I remember at one point, I was in the mid200s and everybody wanted to do the 275+ range). I had a hard time getting groups as I mentioned, and my skill was so far behind, that I could never hit anything in Campaign or Besieged because of the skills being so severely underleveled.

Well, thanks to the freaking awesome changes during this past year, I am now Lv95 with a Great Axe skill of ~368 or thereabouts, so not too far from cap. lol. Family Member and I whupped the taru's little behind, and we're ready to go to 99, and I should easily be able to cap on anything that rates DC to a 99.

Love, love love what they did in XI.

Then maybe family member and I can go back and do AAAAAAALLLLLLLL that stuff we never could before. I've never touched a single WotG mission, hardly any of ToAU, we only have Rank7 Windy and nothing else, family member does not have CoP done, etc etc etc.

Edited, Aug 15th 2014 11:30pm by Lyrailis
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