FFXIV – Yoshi-P's Concern with Raising the Level Cap



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30 thoughts on “FFXIV – Yoshi-P's Concern with Raising the Level Cap”

  1. And they can't just continuously add new abilities, either. Level squish doesn't solve this issue. Remember that this game is also on console and the number of abilities must not exceed a certain threshold due to limited buttons on gamepad.

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  2. I agree with taking notes from FF11. In fact, and I know this will never happen, the thing if I had magic control of 14 that I'd implement is multiple weapon options per job. Like you could use a staff on a Monk and change the properties of certain actions it has.

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  3. I think the option to skip the story would be awesome when you get to the proper level. All my friends gripes are that the end game is locked behind the story. They just want to see what the raiding is like before they invest in a 10 year story.

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  4. Rowena enters the room.

    "So, you remember all those tome stones you've been finding for the past several years? Turns out, we've learned some powerful ancient techniques through them. We can teach them to you… for a price."

    Angry WoL Noises

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  5. I have to completely disagree. The story is the game. If you want to skip it buy a boost. To just put level the story level and not know who someone is because a player couldn't be bothered to finish an expansion or why xyz is happening just doesn't work.

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  6. This is gonna sound stupid but what if for patch 8.0 we raise the level cap from 100 to 120. I mean its possible while the skip to expanison could work thats what a story skip potion on mog station is. We could also keep it level 100 and do what DC universe Online is doing and going the ilvl route but that'd be borderline ridiculous. We'll have to see

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  7. 7.0 could introduce a new story start point, since it's a new arc, for new players entering the game (and it could come with a small recap or even the option to return and play through those Expansions) and have dungeons divvied between current level, or Synched levels to join those new players.

    Reading through a few comments I like the idea of reforging our soul crystals, in a sense, however I don't think a Squish is the answer, WoW's done two thus far, and might be on track for a third. It's going to become very redundant to do something like that continuiously. I would have to think on an idea myself, but hopefully whatever Yoshida and team have in mind will be great!

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  8. Once again my beloved Vana'diel is showing the way forward 😀 (still the best Final Fantasy)

    I honestly would whole heartedly welcome some variation of XI's endgame systems because that's what has been sorely lacking in XIV, at least for myself.

    I get that it's vertical progression and therefore a treadmill but considering XI served as the foundation and many elements of it have been incorporated already (particularly with regards to the narrative) I don't see why they couldn't still add something akin Job Points or Merit points – I mean WoW had Talents, so why not?

    I just want something to chase and keep me engaged, instead of just cosmetics or doing hard mode content just for the sake of it. I'd like to actually be able to customize my DRG and how it plays vs other DRGs, but I can see why YP might not be keen on enabling that (if nothing else 14 is very consistent to the point of being bland)

    I'm sure they'll come up with something, the teams of both games routinely work with each other and YP oversees both so I'm sure he's got Matsui and the others helping out.

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  9. They will never add the option to skip to a story part if you reach a certain level simply due to the in game shop boosts selling very well, usually in the top 10 items in the shop being sold.

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  10. Problem is they have already monetized story and level skips in the game store.; so the "solution" to the story being too long and wanting to skip to the newest content is already there, it's just not palatable to most, I know it wasn't to me.

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  11. You know I just thought about it but every job has a third tier of evolution redmages to red worlocks so what if at 99 you take a mastery quest then use master levels to level red warlock it that third tier of the job. It would give master levels a in canon explanation

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  12. While I don't think FFXIV should just straight-up copy wow, they handled it as elegantly as I think you possibly can. The way it works now is new players are funneled into a new player zone where they level 1-10 and then they're funneled into the battle for azeroth story until 60 and then they're funneled into the current expansion.
    Honestly, the best thing to do so it won't be daunting for new players, is to do some kind of 'the story so far' primer although I don't know how you would level through that to catch up to current players. WoW can more easily get away with doing it this way because their story is more segmented.

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  13. Not sure if this is the right time for what I think is a good solution to the story, but letting people who buy the 7.0 expansion have the option to skip everything before it seems potentially right. With the announcement that the greater story arc of ARR-Endwalker is concluded with the end of the 6.0 story, letting players maybe start with the 6.1 story patch and proceed from there into 7.0 seems like a natural point at which you could maybe give a synopsis of what happened and who the important characters are, then let people proceed from there.

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  14. Add horizontal cosmetic progression. Use that extra 'mastery level' post level cap to unlock a new visual effect for skills, job specific gear and quest. Along with balancing and rework each patches as usual.

    Just add geomancer skin on top of ast for example. Same mechanic different flavor. Keep the balance and design, no level cap bloats.
    Add Corsair subclass to machinist, just make a new questline and gear and visual effect. Do it for all jobs, profit.

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  15. Another option is, from 8.0 on, move to horizontal progression rather than vertical progression system. They can introduce new systems tailored to expacs and introduce/rework jobs as needed for new skills/abilities; make the relic weapon grind more about cosmetics/stat spread, rather than power, and do the same for new gear. All still keeping the story the central focus of the game.

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  16. Maybe they could set a level limit which they push you back to each new expansion. What I mean by this is let's say 90->100 always becomes the new expansion range, when a new expansion launch happens everyone is then down levelled to 90 from 100, with past expansions occupying a smaller group of levels (then 10) for each, they could then ease a small squish per expansion instead.
    eg. Let's say we've done with 7.0 now (at 100) and 8.0 is about to come out we're put back to 90 and…:
    With 8.0 -> ARR: 1-45, HW: 45-54, StB: 54-63, ShB: 63-72, EW: 72-81, 7.0: 81-90, 8.0: 90-100
    With 9.0 -> ARR: 1-42, HW: 42-50, StB: 50-58, ShB: 58-66, EW: 66-74, 7.0: 74-82, 8.0: 82-90, 9.0: 90-100
    With 10.0 -> ARR: 1-38, HW: 38-45, StB: 45-52, ShB: 52-59, EW:59-66, 7.0: 66-74, 8.0: 74-82, 9.0: 82-90, 10.0: 90-100
    etc. with them either shortening the ranges or digging into ARR more (or both).
    They could just do a full on squish from the start too, but I want to think this way people can have more opportunity with the story (with an the MSQ skip when you meet a level threshold) and expect to never be above 100. New actions are going to have to always be changed and pruned though, if it is to keep with the changing level ranges mentioned per expansion. Eventually this wouldn't be perfect but just like squishing it straight away and buying time you could always hope they do big changes to negate the need to keep on forever squishing it it happens to be that xiv lasts for many decades.

    Granted it isn't as nice as round 10's for each previous expansions but it does allow them to ease a level squish, and lets say one expansion is longer then another story-wise, you could either cut the story or give it a bigger range from the others (maybe 9 levels instead of 8 for example) depending on length just to equal the pacing out for those who are going for the story. MSQ skip when you reach a level seems like a good idea too, with it probably utilizing the New Game + feature as an option for it to snapshot where you were when the option to skip showed up (due to reaching a certain level) with it clearing once that expansion has ended. Maybe even an option to have earlier expansion leveling easier (for speed if you don't care for story) or on track with story level (ie it syncs you if already past MSQ level or caps you if you if not, ie doing a 71 quest won't let you level to 72 until the end of the last 71 quest) if you do want to go through it all no matter how big it is. Honestly a balancing act for the dev's to figure out of course.

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  17. With a brand new Story Arc, they could change our current level to a Legacy Rank and we start again with lvl 1. This would be the starting point for new players, too.

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  18. Ihere's so many things they can do to address this that i'm sure it's a head-spinner for everyone in the MMO community in general, devs, players and even those who play other games tend not have much idea of what an interesting way to progress in an long term mmo would be without paying the mental tax.
    > Level squish
    > Prestige levels
    > Maybe they can have us all stay at level 100 and then take a note out of blue mage's book for for skill learning, like X dungeon will give you Y% chance to learn the skill when you beat a boss (100% for final boss), and on completion on the story you unlock the end game systems.
    > Maybe just through caution to the wind and upgrade the jobs fully? level 1, New weapons, job emblem is the same but shinier… red sage anyone? This might effectively double the animation work they'll need to do expansion by expansion for older jobs for the sake of glamour or make use of that secondary weapon slot for the older skills.
    > Mixing all of the above?

    Anyone's guess what they'll go for

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