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Victor rounds up the changes coming to FFXIV that should making accessing Heavensward less troublesome for everyone. Read on for Victor's full thoughts and details on the recently announced changes.
Read more of Victor Barreiro Jr.'s Eorzea Reborn: Smaller Hurdles Toward Heavensward.
Comments
@mmorpgolstimer
I'm not sure about rewards when partying with friends (who will be able to blow through the content and help you avoid the queue completely if they're helping you with the new system). But the system itself now prioritizes people who have not done the story, if they want to complete it the old fashion way. So you will be put in front of the queue if you need it for progression. In addition, old players will likely still be queueing through the duty roulette for daily prizes, relic weapon quests, etc.
This all mainly encourages people to make friends and join Free Companies. But also helps out solo players. In addition, they mentioned handing out high item level gear by simply doing the story so that you won't be blocked doing the patched content of A Realm Reborn. The doubling of experienced gained in old content is actually quite nice for those coming back or starting.
Should be able to duo them, if I'm not mistaken.
So I can enter them as a duo and it scales. I must be missing something.
The new duty finder and increased story quest xp just killed the entire world this game has to offer. The people who have completed the main story on their main class will only be grinding duty finder due to getting rushed through for fast xp. Especially since the Fate xp nerfs. This means a large number of people will be seen in cities waiting on ques, while all the new players are out in an empty world doing the story quests...and not much else. At this rate, they might as well take out the world and just make the game lobby-based client. That loads you into an area/quest/dungeon with others needing to do it.
Things like this ruin the core of what an MMORPG is meant to be imo.
They don't scale, they're just giving you the ability to go in with less people. You can have a level 50 power you through some of the lower level dungeons essentially, but until you're level 60 with some decent gear you'll still probably have trouble in higher level dungeons.
Ughhh.... And so it begins.
The casuals destroyed WOW and now the locusts have moved on to FFARR....
Aloha Mr Hand !
I keep having this feeling of "where have I heard that before?" Then I remembered the same thing happened in World of Warcraft. I don't think a lot of people are going to come back and play heavensward beyond possibly checking in to see the status of things, anyway, though.
Yea, I've been intentionally holding off on playing until the expansion because I like some of the changes but I do not want the double XP deal. I enjoy the journey in MMORPGs and have no interest in rushing to end game.
Does anyone know if we will have the option of turning off the double XP feature?
I'd like to know before I buy this expansion because If we are not given the option to turn off this fast XP I will not be playing the game anymore. Out-leveling content is a bummer and a game breaker for me.
Yeah,blame the casuals...who cares that they paid money for the game,who cares that they make playerbase.And of course things not working not cause of lack of hardcore pro players that this game was made for
P.S.I left this game on third week of first month...apparently that's better than i keep playing the game
Way to miss the point.
Where do you people get this nonsense? Aside from requiring a few easy dungeons to advance the main story quest FFXIV ARR has been as casual friendly as possible from day one.
These "locusts" did not arrive on a boat from WoW last month they have been there from the start. Why you are suddenly noticing them for the first time is the bigger mystery.
As far as I can tell, the double experience is only from quests. Which only really makes it so you don't have to grind fates at around level 42 and can just continue with the story. With that in mind, it's likely you won't out-level anything, but rather enjoy the game at your own pace for your first job.
Making the storyline accessible has indeed always been the goal of the game (as you said); it boggles my mind that some still found things to complain about as a whole. Though I guess they're just complaining about the current content in that they believe it's too hard and don't want to wait a patch or two to be able to do it. The Steps of Faith was nerfed fast this time around, but then again they keep on updating the game despite the expansion being around the corner. Some people are used to 15 months of content drought from other games.
That said, it should be noted that only quests will be giving double experience (as far as I know). This means, only one class will really benefit from that. Which facilitates simply playing through the storyline. Not to mention the worry about out-leveling being somewhat mute due to this being the only factor (and you didn't get anywhere close to max level from just quests originally), as well the level sync being there for some storyline quests and dungeons. In a few posts down, I write more on this.
If that's the case then why the need to make the leveling even faster? That and the fact that many of these "locust" types have sprung up all over these boards complaining that they just want to be able to skip content and simple be rushed to top level. Of which the FFXIV developer's response is actually what this thread is all about. Making leveling faster and easier to satisfy the locusts.
I think that's the point the poster is trying to make, and I agree with him wholeheartedly.
then why are you not playing the game now lol....
[mod edit] It was clear you get to chose HOW YOU WANT TO PLAY, and that is the core of what a GOOD mmo should do, not dictate who/how/what/where/when you play provide the world you forge your way as you chose to.
Also no the core of a mmo is not retreading old content because you have no choice, the game world is progressing to new content not sure why you feel being forced to tread through old content as a gate acheives anything. That said FF14 has done a wonderful job historically speak of creating smart ways to induce players to reuse the old world IF they want to, and giving us even more choices is even better like being able to rip through an old dungeon for your relic weapon IF you want to or do it scaled down with a full part IF you want to.
I'm going to have to disagree as a whole, though. In principal, anything we see as making something "easier" could be interpreted in varied ways, especially with what we've seen with other games that are entering new expansions. Indeed, one could even make mention of "give an inch, take a mile" when referring to this. But on the whole -- at the moment -- the only thing that is being doubled in terms of experience are quests (of which there is really only enough for one class to level). Any changes made are done with the storyline in mind -- if it's too difficult, too easy, or too time consuming. Then again, my mind set is completely set on this, as I have mentioned time and again that Storyline is what the game focuses on, alongside giving the tools to having a fairly good community overall.
This change is to essentially make it so one could play a single class by just going through the storyline; we will have to see if it makes you out-level or not. But considering you were essentially expected to do a few fates here and there, a couple dungeons, hests, hunting logs, weekly quests, daily roulettes, sightseeing, etc. while leveling (sometimes you ran into quests whereby you needed to be level 25, and were only 24... even if you did some of the above), the prospect of increasing the experience of quests will make it so people need not go after the other varied ways to level if they choose not to. Though again, this is only with the first class of their choice, unless they change their mind midway and then may have to partake in those options.
By level 38-42 you started to really feel the pressure of having to do fates, dungeons, hunting logs, etc. just to access the next story. Especially true if you skipped all side quests along the way and just followed the Storyline quests (represented by fire around the quest symbol). This essentially helps eliminate that -- maybe a day or two of grinding -- so that people may just experience old storyline when new story "seasons" are introduced. That "grinding" isn't difficult, but may require patience and might be viewed as wasted time. Though a person that enjoys story and reads all the text can still do so -- the only difference is that they don't have to wait hours before they get to the next segment that they slowly enjoy and fully read up on.
The same could be said with increasing the rewards of storyline quests. At the start of the game, you were already given a full set of level 50 starting gear when you reached level fifty. This helped you start the first tier of story, raids, dungeons, etc. In addition to the future content that would be released in large (very large) patches.
It has the potential to be bad, for sure. Depending on how it's done. But overall, nothing in the above makes me really worry. There are restrictions -- quests only for example, which will only help one class -- and nobody is required to rush at all. In fact, I'd say the whole grinding for two days makes someone want to rush moreso than just going at your own pace with storyline.
This will also help those who only want to craft or gather or do the myriad of other things. We will still likely need to figure out ways to level the new classes, as well as the experience returning to normal for quests in the 51-60 bracket. In addition, the worry of "out-leveling" is somewhat reduced due to level sync. They can and will reduce your level with some storyline quests and dungeons so you don't out-level it, if you do managed to do so some how (or if it's set up like that).
Additionally, they're implementing a new Dungeon system whereby you can queue for a dungeon and be sync'd down to the absolute lowest level and gear level possible for maximum challenge -- and those who don't want level to be an issue (or want to experience content like the old days when the game has a few more years; it also naturally restricts new abilities learned from being used if you aren't the correct level for it).
Because i like many of the changes they are making regarding dungeons and the like so i'd rather wait until the expansion to play the game. I just don't like the double XP.
You do realize you are criticizing him because he would like to do exactly what you are saying he should be able to do. You are explaining how YOU WANT TO PLAY the game. Your way is not the only way. Maybe his way is different. Probably should have considered that before writing your post lol
This does bring some comfort. I would still prefer if they gave us the option to turn off this increased XP, but we will see. Thanks for taking the time to write up this info.
The double experience is only for A Realm Reborn main storyline quests, not Heavensward. In fact, it's been stated that Heavensward's levelling will be like levelling 1 to 50 now. That's the thing, they are making it so new players can be "caught up" to vets without having to grind.
The whole concept is essentially, the 2.X storyline can be played in one go, and you won't have to side quest to enjoy it. The 3.0 story? It will be as it is now - there's even been mention that you will have to do some grinding to fully level in 3.0 just like now.
The level sync and less players thing is also for A Realm Reborn only, and new players will get priority queues. Also, as far as I know, level sync and less players is only possible with a premade.
The new jobs will also have to level in A Realm Reborn content.
The best way I can describe it is that it's like a novel, but towards the end, you had to go on a scavenger hunt to find the missing pages so you can read it. Now, the scavenger hunt is gone and you'll be able to enjoy the whole book without needing to do anything except read it. However, when you get to the novel's sequel, what happened with the first one - the scavenger hunt - will happen again.
No no master, we casuals bow to your eliteness!
Pretty sad people like you don't get that your mmo dies without new people coming into the population. But rock on dude.
Actually, the game dies if too many people start to *leave* the game, and revenue begins to decrease.
The game could very well stop getting new players. So long as it has enough to sustain its development... then it stays as it is.
It doesn't die or grow.
Personally. I see no reason to have A quarrel with the casuals. I for one am a casual player which I do believe actually mainly refers to the amount of time you can or will put into the game. What does seem to be the problem is the loud mouth self centered children that the Devs, in some cases, seems to suddenly Carter to. I guess they after all are a pertty solid demography. Very unfortunate because they are so hard to care for, in a gaming invironment anyways, making themselves noticed in obscene ways. I as a casual would myself never ask for them to tailor the game around me me me. It is their vision let them keep it.
Yesterday I had a new player in our FC complaining in a way that I think actually shows this problem of character. Not that this is new or very exciting.Yes it is problematic. He/she said 'lol this instance is bad, so many dead players' - i asked him/her if he/she was sure it was'nt a question of the players being bad. Maybe I could have chosen another word, but the clear point remains. These people (Them, they) give up so easily and blame to harsh cruel world, never themselves.
All this said however I dont necessarily see mindless grinding as quality content. But in my view, creating gameworlds, that are made to be raced trough simply destroy the vast majority of a mmorpg. For various reasons. Sorry for spelling in advance.