They've already mentioned they're fine with older content becoming easier, which implies they have no intention on capping Vana'diel as we know it.
Secondly i don't see them Abolition level caps in CoP zones just to add them to HNM areas.
They've already mentioned they're fine with older content becoming easier, which implies they have no intention on capping Vana'diel as we know it.
Secondly i don't see them Abolition level caps in CoP zones just to add them to HNM areas.
unless the mobs have a high rate of triple and double attacks I dont see much plds getting fast invites on the way up to lvl 99 every melee past 74 with good attack gear and /sam or /nin is able to tank almost anything
I like challenging events. I don't like having to rebuild my buffer everytime I fail a challenge. Failing instances is annoying enough. Exp loss outside of instanced events does make sense and serves a purpose, but deaths in Nyzul/Dyna/Limbus/Salvage are punishment enough as it is.
It's not realistic to expect it, but I'd love the reward for reaching 99 be extremely reduced exp lost on KO. Or maybe a merit category for that same effect.
Xp loss is retarded, especially for something like AV or PW. Why would you punish your players for attempting content is beyond me. It's already hard enough to get people to come waste time, the xp loss doesnt help.
What's the expected tnl for 98>99 anyway? that xp loss in itself is gonna be really high.
Exp loss is already capped at 2,400/death, which you hit around level 60? I'm too lazy to look up which level it is.
Assuming they're introducing camps which have continuously increasing exp/hr when compared to the previous standard (Which has been the trend thus far. Anyone else remember when 10k/hr was fucking amazing exp?), losing 2.4k exp/death is really not going to be that big of a deal at 99. Once a player took the time to cap their buffer, they could die 100+ times before a de-level was even an issue.
The only reason that deaths are such a pain in the ass right now is the fact that we're losing 2,400/44,000 (or 5.45%) of our buffer every single death, bar Raises, and we make exp at a rate of 20k/hr (ish, decent/average party). Rebuilding a buffer from scratch in an average party takes a solid 2 hours, and rebuilding from 2-3 deaths takes a good 20-30 minutes.
However, by level 99, we may be exp'ing at 40k-50k/hr, and only losing 2,400/150,000 (1.6%) of our exp every death without a Raise. We're able to lose far less per death (on a relative scale, since the only real reason for having a buffer is to prevent deleveling anyways), and earn back what we lost much faster assuming that these things are true.
I have no clue what they plan to do about tnl and exp-rates and what not. But, in my opinion, losing exp on death is certainly something that will be made less painful with this cap increase.
Xp loss used to be a raw 10% that was capped at 2400 around lv 60. It was changed after to a gradual increase every level until you reach the max at 75.
The problem with this argument is that you're assuming xp at 99 will be better than xp at 75. Xp never got better as you leveled, it always depended of the monsters and camp avaible.Anyone else remember when 10k/hr was fucking amazing exp?).
Also, 10k/hr was good at 75 because sky weapon and ranperre's bone sucked dicks. Hopefully, SE won't be retarded with xp camp in the future, but we can't expect collibri everywhere either.
I've never really agreed with EXP loss to begin with, but you can't really blanketly assert gain rate for people, either. You might not be an "it" job for EXP. Your friends might not be leet enough to pull off the "status quo" you'd see thrown about. Multiplying the EXP rate exponentially also takes out some of the incentive to level sync, as wasting time in a 5k/hr party means 10x longer than a theoretical 50k/hr to level.
Certainly, SE could go about 76-99 a number of ways. Every TNL staying at 45k is one. Retooling mob EXP so an IT++ could give like 1k and chain to 2k is another (Side effect encouraging balanced parties and possibly the return of SC/MB). Doing the moogle quests could flat out reward like 5-10k on top of whatever you get while out in the field. Who knows what they'll choose, but I'd kinda rather avoid 100k TNLs since, while I cap buffer most of the time, I still hate going to regain that EXP no matter how little it is.
QUOTED AGAIN, BECAUSE YOU FUCKTARDS CAN'T READ THE THREAD BEFORE SHITPOSTING THEORYS.
recently translated famitsu interview.
edit: source: http://www.neogaf.com/forum/showpost...;postcount=651-- It's been six and a half years since the last increase to level cap. Are you planning more "Limit Break" quests (quests which increase the level cap)?
Matsui: We don't plan on having quests like the previous ones. I guess we do need to continue them somehow, but we plan on lowering the difficulty. Raising the level cap changes up the balance and is tough on the adventurers. Thus if they can just go and release it--. It's not like we do it to be mean (laugh).
-- You say you'll be raising the level cap step by step. What will the next cap be?
Matsui: We'll start with 80. It's been a long time since we set the cap to 75, so we want to make lots of changes level by level on the way to 80. We haven't decided whether to raise by 5s or 10s after that.
-- Once the level cap is removed, will the current HNM (an abbreviation for "high-level notorious monster", monsters designed to be fought by many players at once) be adjusted?
Matsui: We're considering not making major changes. We don't think it's bad that the fierce enemies and endgame content up to now can be taken on with fewer players. Instead, we plan to add new enemies to fit the new level cap.
-- With the increase in level cap comes an increase in support job level cap. Powerful magics and abilities like Refresh and Convert will become usable without having to be one's specialties. Are you planning to adjust their effect when used as a support job?
Matsui: Personally, I like the idea of getting Refresh from a support job. I'd like to see Red Mage gain an even stronger Refresh, making battles even more flashy as he tells everyone to "Go for it! Spam your magic!".
-- With how long the level cap has been 75, I think there have been a lot of people who worked hard to get "ultimate gear". How do you plan to follow this up?
Matsui: Using the "Magian's Trials" system we plan to implement, we believe they will continue to be useful at higher levels. We'd like to see them mixed with new equipment.
* About the expansion battle area "Abyssea"
-- You can get the third type of job-specific equipment ("AF3") in Abyssea, but will you need to buy all three Abysseas to get it all?
Ito: You can get it all from a single package. Depending on which you have, different materials will be available for "Magian's Trials", and its objectives will differ.
-- What are the major differences between the three packages?
Tanaka: They each contain different areas, and the monsters that appear are different. You can choose between them according to your goals.
Ito: Unlike Dynamis, a single area one must reserve, Abyssea can be entered freely by anyone. It can even be soloed.
* About "Final Fantasy XIV"
-- You announced "Final Fantasy XIV"'s α and β test participants, but can you give us a solid date?
Tanaka: They will be displayed on the β tester site that goes live March 11th. We're currently making major adjustments, so the dates may change one way or the other.
-- How long will the α test be?
Tanaka: That depends on the response from the testers.
-- The cheers were quite impressive when you announced the "FFXIV" β test. How did that feel?
Kawamoto: I was overjoyed. I didn't expect them to cheer that loud. (laughs)
I most certainly am assuming exp at 99 will be better than exp at 75. This notion has been mentioned several times in this thread, actually. Sure, it's quite possible that the new exp areas and TNL system will be designed with absolutely no regard towards player sanity. It may take 3-5 hours of partying per level 95+. However, I simply think it's too soon to dismiss the possibility that the playerbase, with its infinite supply of ingenuity, will find a way to gain even more exp/hr than what is currently available to us.
I'm not expecting more Colibri, and would be more than happy to never see another pink bird again. I'd love something with a tad bit more thought and interaction to it. But having to think doesn't make a method of exp impractical, or inefficient. It simply makes it more interesting. Being forced to actually time my utsusemi/seigan use properly on monsters 10+ levels higher than me is not too much to ask. Likewise, neither is being properly rewarded for fighting monsters who present such a challenge. Potentially an increase on the cap for exp/kill in relation to mob level versus player level? Or maybe more "difficult" (aka, not colibramools) mobs could award higher exp bonuses than other mobs of their level.
Regardless, even if they don't change a damn thing about the exp system, I doubt that some of our BG denizens will fail to find a camp/sync with more potential exp/hr than we have right now in 24 levels of new areas/camps/content.
Edit: I'm not sure if the above is directed at me or not, but nowhere in there does it say anything about potential exp gain in new camps...? Totally wooshing whatever point you were trying to make there
Slight side question, is there any possible 75-80 exp camps in the game already?
I'm sure there are some 'mamool staging point'-like clusters of mobs in the past areas that might contain enough lvl 85(ish) mobs to make a semi-viable exp camp.
I don't think theres very many "Normal" mobs past level 78~82, after a certain point everything will be rather weak. Then again i haven't explored deep deep into WoTG
I mean you could probably get 75-77 Off G.Colibri without it severely gimping after that point its a toss up
Guessing they didn't even think of the consequence of upping the level cap yet, lol. Proof is that they start with level 80. Just to see if people can duo dynamis/fafnir or kill AV. I'm starting to wander what's the point of doing magian's trial if we are getting better gear anyway...