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Deliberate level capping

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  • #31
    Re: Deliberate level capping

    Originally posted by Chveya View Post
    As much as I hate powerleveling, I would be disappointed with penalty like this. Many times I have been running through Ronfaure or a similar lowbie zone, and stopped to heal another player who is about to be killed. If a severe penalty was incurred from my action, I don't think I would be inclined to stop and help. Maybe it would be a small sacrifice for the sake of deterring PLs, but I feel like it would be a deterioration of the feeling of community and teamwork this game has. In my opinion, PLing is something that needs to be stopped, but I think it has to be a decision made by the player community, not by SE.
    This is a small price to pay. Sure you can't be as much of a good Samaritan when out and about, but the trade-off is that all those hellish levels from 12-60 become much more convenient.

    Maybe a penalty that makes healing spells cost double MP if casted on a player 10 lvls below you? That wouldn't be so severe, yet it would still be a deterrent to PLing. If your exp party had to wait for MP on their PL every other battle, it wouldn't be as worth it to abuse the PL option.
    I would never, ever run out of MP even with double MP cost if PL'ing on RDM. Between Vermillion Cloak, Refresh, and a 1000MP-efficient Convert, I can spend almost 1600 MP every 10 minutes and never run out. This will not stop PLs. Drop Weakness on me, though, and there's not much I can do about it.

    As far as lvl capping goes, my idea would be to add a questable item with a lvl capping enchantment. Make the quest only available to lvl 70 or higher, the item equipable by only lvl 70 or higher, and make the enchantment usable every 48 hrs (or maybe even longer). The enchantment would cap the user's level to the highest lvl in the party. Exp gain would work like Taskmage described, the same as any other lvl capped event (by the way, thank you Taskmage for that explanation; I was wondering how exp gain worked in capped areas). I don't know how long the enchantment would last, and whether it would wear if you died. And I'm sure there's lots more details that would have to be worked out...
    This is not a solution to the problem. All it does is restrict the time when you can use it, and for no visible gain (and now you've added another item that players have to lug around with them).

    Anyway, with this sort of setup you would have to plan ahead to do any exping with your lvl capped. You couldn't just slap on the item, use the enchantment, and start lfp on that job while capped at your desired lvl. You'd have to make arrangements with friends, or at least send /tells to the people lfp in that range. I think that implementing lvl cap in this way would deter abuse more than if lvl capping was a simple choice on the menu.
    You already have to plan ahead - not everyone carries lower level gear around all the time, and even ones who do (like me) don't always have a full kit. The point is to simplify the process of getting party members at levels below 75, not throw obstacles in the path to make it even more annoying.

    I really don't see much potential for abuse here. RMTs? So what? They almost always form their own parties anyway - and if they're monopolizing a zone, you would have the option of asking the party to drop down a few levels and go back to a lower level camp.


    Icemage

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    • #32
      Re: Deliberate level capping

      The only problem with the concept is that the "Less desired" jobs would likely get invited even less, as everyone would have their level-capped WAR friends coming out instead. I can't believe this thread is already 3 pages long by the time I find it because... well, here's what I sent to Square Enix about um... 6 months ago:

      Originally posted by me
      -Merit Cap: I would like to see a system implemented that allows players to willfully cap their levels. My idea would be that any level 75 character could talk to the Moogle in Ru’Lude Gardens that handles Merits, and select an option to impose a level cap. They would then choose the level, and be able to gain Merit Points at that level. They would be unable to gain Experience Points in this mode. If they were to die and de-level to 74, they would lose the effect. If they want to change their level back to 75 or to a different level, they would have to talk to the Moogle again. This would allow characters with jobs at 75 to occasionally level with lower-level friends, as well as free up many of the popular Merit party locations, as it would spread them out across all of Vana’diel. You could lower the amount of Merit Points gained by monsters in this way if it were needed to prevent abuse, but most levels are not capable of amassing Experience Points as quickly as characters levels 70 to 75 are, anyway.
      So yeah, I agree 100%. When I first had the idea, I thought about being able to implement it any time would be good thinking. However, the more I thought of it, the less I wanted Red Mages just learning their Haste cycle when they haven't even learned how to time Refresh yet. Every player needs to experience every single level of whatever job they level (in theory). Thus, I settled on (what I perceived to be) an easier implementation, that's less abusable.
      "And if he left off dreaming about you, where do you suppose you'd be?"

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      • #33
        Re: Deliberate level capping

        At first I liked the idea being able to cap yourself... but when I put more thought in it... it would only be harmful in my opinion, for some the reasons said already.

        I would much prefer if SE added weekly quests shaped like ENMs which activate based on Conquest progress for levels 10, 20, 30, 40, and 50, which involve 3-4 people of the capped level. This way its not only less annoying than grinding, it's also not abusable... someone level 50 and someone level 75 can do 5 battles together (well with someone else).

        Oh and in addition, making things like Expeditionary Forces, and perhaps Garrison, reward good exp would also be able to break down some level barriers. Oh, and yeah, people would give a fuck about Conquest after ToAU.
        Read my blog.
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        • #34
          Re: Deliberate level capping

          Originally posted by Legal Fish View Post
          Oh and in addition, making things like Expeditionary Forces, and perhaps Garrison, reward good exp would also be able to break down some level barriers. Oh, and yeah, people would give a fuck about Conquest after ToAU.
          I've pretty well come to the conclusion that S-E's take on the situation is that they want as many people doing Aht Urgan as possible. There is no reason to fix something old when you can statistically brighten more people's day by adding new things. I'm also starting to think they behave this way in regards to basic game balance. I'm never more interested in the game than I am when I see job changes, giving me the opportunity to think critically about the possibilities of whatever's been added. Zorg's take on life: by destroying something (or in this case, purposely leaving flaws), you create infinite possibilites for others to thrive. Go watch Fifth Element.

          The problem I have with all the set caps: you never get to experience level 31, where Twicer War/thf would be incredible. You lose your chance to see just how incredible O kote is right at it's prime level (as opposed to purchasing them in your 50s when you finally have the cash). The gear stuff, in addition to playing with job combos I never got to see in their prime, is why I would want a feature like this. I wanna do war/rng 30 with Holy Bolts/debuff Bolts, is that so bad?

          But yeah, under my idear, you'd have to be 75 in whatever job you want capped. This would suck in that it'd further increase everyone to rush to 75, since they can always return to that level, but it'd at least encourage people to go ahead and pick up some of those rare/ex weapons they didn't have the time for before (I skipped Shwarz Axt in the 50s because I knew it wasn't worth it once I got over 60ish on my WAR, for instance).
          "And if he left off dreaming about you, where do you suppose you'd be?"

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          • #35
            Re: Deliberate level capping

            Originally posted by DrivenTooFar View Post
            My thought on this is that maybe they should only let level 75 cap their levels and any expierience would go towards merits. Of course, their would have to be some kind of penalty on the exp or else everyone would be out in the dunes getting 4-5 merits a day
            Hahahaha. When was the last time you saw a party in the dunes get 40-50k exp a day?
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            • #36
              Re: Deliberate level capping

              The starter grounds would be packed with entire servers capped to level 1.

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              • #37
                Re: Deliberate level capping

                Just because SE seems to suck at balance doesn't they shouldn't try to be good at it. For two expansions SE has taken their time to add in either useless or same tier armor for level 75, then bam, out of nowhere, they add Salvage gear. Let's hope they can change for the better. I don't understand your reference at all to be honest... why does Conquest have to remain bad again?
                Read my blog.
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                Currently: Entry #32, August 31/07.
                Entry 32: Death to Castro

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                • #38
                  Re: Deliberate level capping

                  Continuing where Icemage was...

                  I dont see the problem with this idea of giving a penalty for helping a player...If someone is struggling with a monster; they can always call for help; thats what it is meant for. (agreeing with Icemage)

                  But some people would say thats too difficult (retard :p) well, heres an idea.

                  Now, I think a good Idea would be when someone walks by and sees someone getting their Arse handed to him; click on them and have a option called "Help" if not in the player's party.

                  Then something would come up to the player that says "accept help?" Once they hit yes; then by all means; heal away. BUT, just like call for help; no one gets any XP at all. Now, if they say no, your not allowed to heal them, kinda as if /blockaid came on after they inputed no....

                  thats my Idea, call me smart, stupid, retarded; whatever, atleast I tried :p

                  Also, about the capping thing. something that could help about abuse is only allow 1-2 (maybe 3) higher lvl "caps" in a party...may stop people from leaving out other players say of a lower rank. Something to that sort. Or maybe give some kind of Penalty for having too many capped players in the party, making players seek non-capped players first; and then maybe Capped players. Make some kind of penalty for using too many capped players for Missions/Quest/AF as well.
                  Don't you just hate those people who name their characters after other games like Devil may Cry and animes like Trigun? ^^

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                  • #39
                    Re: Deliberate level capping

                    Originally posted by Mhurron View Post
                    Hahahaha. When was the last time you saw a party in the dunes get 40-50k exp a day?
                    I was thinking more along the lines of getting less exp but not needing as much to proceed to the next level. You know, like you were actually level 10. I have never seen anyone make 40-50 exp a day in the dunes.
                    You kill one man, your a murderer
                    Kill many and your a conquerer
                    Kill them all... your a God.

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                    • #40
                      Re: Deliberate level capping

                      I posted this thread at forums.eyesonff.com to see what they think of this idea (the FFXI section anyway) and I came up with this idea. It should solve the whole "Gear" problem that would come with capping levels

                      "ya, that was the only thing that was wrong...but I have a suggestion. Make it an armor that caps you (well, maybe let it be a ring or something that caps you) and have a whole armor set available to you.

                      Now, the neat thing about it; make it where you can switch around the stats and only allow a certain number of stats in each portion of the stats (IE Def, Atk, MP, etc.) This would allow customization for specific places and specific levels

                      now, the numbers will be low enough where they are not as useful as normal armor you can purchase; but still useful nonetheless.

                      Also, the higher the capped lvl, the more stats allowed to be "upped"

                      it would take alot of work and if done right; the armor might not be NEAR as useful as the weakest armor at that lvl, but hey; it would solve the armor thing.

                      (also; make it job specific as well. Example: PLD would be allowed more def/VIT than others and mages could be allowed more MP or MND/INT)

                      what do ya think
                      ?"

                      now the key is that this armor, no matter how you set up the points, is mediocre to the gear available at that level, but still useful

                      What do ya think?

                      heres the link to the thread (not as busting with people like here): http://www.forums.eyesonff.com/showthread.php?p=2042345
                      Don't you just hate those people who name their characters after other games like Devil may Cry and animes like Trigun? ^^

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                      • #41
                        Re: Deliberate level capping

                        Originally posted by Legal Fish View Post
                        Just because SE seems to suck at balance doesn't they shouldn't try to be good at it. For two expansions SE has taken their time to add in either useless or same tier armor for level 75, then bam, out of nowhere, they add Salvage gear. Let's hope they can change for the better. I don't understand your reference at all to be honest... why does Conquest have to remain bad again?
                        I'm not sure if you're directing that at me or not. If so, I just mean that I don't like caps in multiples of 10. I can't use level 31 equipment if I'm level 30.

                        In regards to Conquest, I agree that it needs boosted. I would love it if some day, people actually cared about EFs. But they've been in the game longer than I have, and they still suck. I agree very much on your take, Poet Fish. However, I'm not getting my hopes up. I stated how I feel S-E thinks. Not that I like it.

                        Dante, that's an interesting idea but it would totally kill my desire to have this function. I want to play with sam/drg level 26 to see it's optimum potential. Can't do that with generic gear.

                        Also forgot to mention: I would make it so you couldn't cap at a level below 10, 15, or even 20. I'd want to be able to go as low as 20 though. Though really, the only really exploiting levels would be 1-6, so even 10 would be ok.
                        "And if he left off dreaming about you, where do you suppose you'd be?"

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                        • #42
                          Re: Deliberate level capping

                          well, the armor would not be necessary(sp?) to do it. its just an option for those who dont have the gear nor the gil for it (or they are lazy)

                          if you have the most exceptional gear for that lvl, then by all means; use it.
                          Don't you just hate those people who name their characters after other games like Devil may Cry and animes like Trigun? ^^

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                          • #43
                            Re: Deliberate level capping

                            if you need caped EXP PT, CoP areas are the way to go.
                            Caping EXP PTs like the way u suggested will make melee unskilled, mages unskilled
                            and ppl will be raging into skill up parties like idiots.

                            Dragoon
                            75 | Beastmaster75 | Thief69

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                            • #44
                              Re: Deliberate level capping

                              If the goal of deliberate level cap is to help low levels to form party (due to lack of low level LFG), how about boosting the exp gain for duo, trio, 4 ppl or 5 ppl party setup? For example, give a boost to trio party exp. gain from T mob, so that its exp. gain would be the same as standard six players party with IT mob?
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                              • #45
                                Re: Deliberate level capping

                                Originally posted by Icemage View Post
                                I don't see why this would be horribly abusable - parties speed up at higher levels, not slow down.
                                Icemage
                                Not to be rude, but I would just like to state that this comment is 100%, absolute bull. I have gotten FAR better exp at 10/20/30 then I have during any of my EXP pts in my 50s on both my jobs. Exp gain has nothing to do with a party's lvls, it's all based on two things.

                                1) The quality of the pt. A good group with smart players, decent gear and a proper set up will rock no matter what the lvl. A good Sam/Drg/Thf/Blm team against flying mobs will tear them apart just as fast at higher lvls as they do at lower lvls.

                                2) Camp location. An empty camp with lots of mobs who repop fast of the appropriate lvls and weak to the pt set up is *GOLD* regardless of lvl. I was chaining T-VT crabs in Korro tunnel for 8-10k an hour with my mid 20 sam easy. I've gotten 9-10k an hour in an empty nest on my 40 nin no problem.

                                With those two things any party will fly through the lvls, any lvl, extremely fast. But with a bad pt set up, on mobs of the wrong lvl, in a crowded area, you get crap EXP. Hell it seems my exp has gotten worse the higher I've gotten as the only 6k+ an hour PT I've had was the one time I killed Lesser Colabri in an empty camp. But those mobs are so easy if you can't bust out at *least* 6k an hour on them you should just turn off the game and walk away.

                                In fact the whole point of many TaAU mobs were to die fast and pop back up again faster to help more higher lvls gain EXP and Merits. That's why most mobs there have 5 minute repops or less, where many non ToAU areas keep a constant 10-15 repop timer.

                                And the reason they are ignoring the old content is because they want people to do the new stuff. They said that repeatedly. And once all the new stuff is in and working they'll go over some of the old stuff and bring it up to date.

                                Also, many BCNMs already require very specific job set ups to win such as what was suggested as a good idea. Blm can't go into everything and walk out on top and there are some mobs a nin wouldn't even think of touching. And ENMs and Assaults only add to the list of those special fights that need special jobs. Though I can see why it would be nice to have a more specific set of fights for XX jobs and such.

                                Anyways, as for the original idea. It's more or less a 'meh-tastic' concept to me that would be more or less overlooked by the majority of the player base. Unless you had a good friend who was looking for a pt/member for a while at a lvl that you happen to have gear for this idea wouldn't help anyone. This would only be used to encourage static pts, which isn't exactly a bad thing, but would only hurt random pick up pts which you seem to have intended this to fix. And seeing as people who cap themselves wouldn't be able to gain any skills while they get exp, this would only *hurt* them in the long run. For statics and 'fun' missions, this would be great, but to help increase the usuable amount of people for a random pick up pt, this idea will not help.
                                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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