I didn't miss it. It was trying to describe how it feels to level through old content when the context is in a MUCH larger world, with all the extra zones and newer expansion content. I probably didn't do a very good job. I guess instead of leveling I should have said "progressing".
When you reach level cap in the most current expansion, your levels stop, but you continue to progress through the designed story. While you've stopping gaining new levels, you still continue to progress the story and gear. It all makes sense within the context of the expansion, and feels natural because of that context. A player who starts Legion right now could expect to get a reasonably linear experience of the progression, despite there being content patches that added new stuff at level cap.
Whereas a player who starts a new character from level 1 gets a MASSIVELY disjointed experience as they progress, even if they don't immediately go to new areas as soon as their level allows. Their leveling will feel unnatural, and their progress will be equally bizarre as they gain access to new abilities and gear that outlevels and overpowers the original design of the content being played.
Agreed. I never said it would be easy to go back and streamline everything. Blizzard tried that with Cata, and it only worked to a certain degree. To go back and try to re-arrange and re-balance EVERYTHING before the current expansion would require a colossal expenditure of time and money. There's just too much old content.
While I think it would be AMAZING if Blizzard did something like that, I don't realistically expect them to ever even make the attempt.
Again, I have to agree. It's the same situation where people say they don't like flying, but then use it as soon as it's available. Or when someone says they want vanilla servers back, but are forgetting about just how dull things were due to nostalgia, and how far the game has really advanced.
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It's my understanding that FFXIV's content has all it's content locked behind story progression? If it was like this in WoW, you couldn't go on to TBC until you'd finished the story of Vanilla?
It seems like an interesting idea. But I wonder what it does to FFXIV's raiding scene? I suppose it probably helps a LOT that one character can theoretically play all classes, so you only have to finish the story once.
Very very interesting. Too bad games gives you a free almost max level boost, because you know, the majority of players want to play with friends at max level.
Do you want a real challenge? Do the iron man one with a cloth class, have fun.
The technical aspect is not difficult. I said so already. What's difficult is design. Figuring out which abilities to deactive and retune, and why exactly those. Each of the 4 versions of the encounter will need its own separate testing and tuning.
I get tired of repeating myself.
Great idea, they could also add, as I said before, Beyond Exalted chests (Like the ones with Legion factions atm) and WQs to the zones
(obviously from existing quests to lower the work required for this to be done).
That will give incentive to do the WQs and normal quests that reward the reputation of factions we are probably already exalted with.
Chests could contain relevant pets/mounts/toys/transmog items/timewarped badges/T3 at a very low chance? / TCG stuff?
So basically the main part of the work would be scaling the zones like Legion, and working on creating lots of pets/mounts/toys/transmog items...
The second part is probably too much of a hassle but I believe it could make the whole world very much alive and active.
This way even pvp, dungeons and raids could have WQs, just thinking of all this makes me so excited
Last edited by Kazlofski; 2017-07-10 at 05:24 PM.
Correct. While it does sound scary that almost everything is locked behind the main scenario, it is also the most effective way to level up your main class. I checked in Stormblood and a main scenario quest gave twice the XP a same level sidequest did.
It doesn't hurt the raiding community much. Mostly because the main story is told with dungeons and trials with raids being just side stories that flesh out the universe. It helps non-raiders see the whole story without needing to do nonesense like LFR.
You have to hit the level cap and finish the main story, but not the patch content. So even if a raid releases in 3.5 you only need to do the 2.0 story to unlock it.
So it goes like this:
1. You do the 2.0 story (all raids, hard mode versions of 2.0 dungeons, and side quest lines released in 2.x unlocked.)
2. You do the 2.1-2.5 story (3.0 areas and story unlocked)
3. You do the 3.0 stoy (all raids, hard mode versions of 3.0 dungeons and side quest lines relased in 3.x unlocked.)
4. You do the 3.1-3.5 story (4.0 unlocked)
5. You do the 4.0 story (the first part of the Omega raid, two endgame dungeons and three extreme trials unlocked.)
To be continued in 4.1
I'd rather have a hardcore server. Where leveling rates are drastically reduced, mobs have 5x hp and dmg, and stuff like heirlooms do not exist. And of course no lvling boosts.
Sounds good for me, might have actually started playing there then, but then when Blizz realizes this, they will implement it to other realms as that server will be overloaded with players :P, either way a win-win.
Does that mean questing content like WQs and such at max level is also x5 hp and 5x dmg?
Leaving dungeons and raids outside of this of course as they have their own difficulties.
Even better make Mythic+ leveling, you can choose endless difficulties until mobs start to oneshot you.
First, SWTOR leveling is fun once, the first time you level a character. After that you know the story of the planets/expansions and its just something you do. You are confusing the like of the class story of the original game with people actually liking leveling. There is a reason they increased XP gains so you can level only off class story now. The endgame only sucks because Eaoware made their game on a terrible game engine that riddled their game with bugs and design flaws, and everyone left the game. All their design time is spent on making content to make money, than content to make players happy and stay. Case in point there has been no new pvp battleground, no new operations, or actual flashpoints added in 3 years. now every flashpoint is treated more like a WoW scenario due to insufficient players.
Second, Just like in Swtor, FF14 leveling is fun once. Everything in the game is locked behind the 590ish long Main Story Quest. This includes the games raids, most dungeons, classes, and even going on to the next expansion. The story of the original game + its patches is roughly 300 quest alone, and it is dull boring, and tedious for about 250 of them. Its first expansion is better at this adding about 160 quest over its lifetime and the story is much better, and the newest expansion adds about 130 more quest and the story is better paced than the original, but is in no way as interesting as the first expansion. After you finish all this once you can join other players at the current endgame, however, if you want to level a second class thats where their leveling process falls apart. Quest are only completed once, so secondary classes have only 4 options to level up PVP, Dungeons (Average wait time for a dps is about 20-30 minutes), Fates (if you can find anyone to do them with) or Palace of the Dead. Palace is the best option but every 10 floors of it awards about 1/3 of a level till 50, and 1/5 or 1/10 of a level after that. Imagine running RFC from 1-110, easy, boring, repetitive and you are essentially forced into doing this for every dps class. That's not even talking about their endgame which is just easy single room boss encounters that have the complexity of a vanilla WoW raid.