I'm still clinging to the small bit of hope that even those "kill X Y" leves will have some additional twists to them. I recall SE talking about something like that last year, but it could also be lumped together with the "there are no levels at all!" hype-speech.
The alpha leves have been quite traditional so far, or have I missed something?
I'm not sure if it's kosher to quote the Manual directly, but,
That sort of implies killing mobs won't be the only way to obtain EXP after Alpha.Characters gain physical levels by accumulating a certain amount of experience points. (During the Alpha Test phase, experience points will be obtainable only by achieving victory in battle.)
Which doesn’t necessarily mean Guildleves will be the things that also grant EXP. But it is one of the more easily moderated things I can think of, given the guildleves are supposed to have caps on repeats per fixed period of time. I think that does more to encourage group play than say, EXP rewarded via gathering/crafting or spending time outside the game.
on that note i really hope crafting gives you good exp for DoH classes. cuz you got me all types of fucked up if you think im going to sit there for hours slapping monsters with a hammer just lvl blacksmith. or throwing fuccin rocks all day to get that miner class up. it'll be interesting to see how they have us level those classes... or maybe it will be just the same as ffxi.
I wondered if stats affect crafting at all, and if not, then maybe your physical level makes no difference to crafting therefore Land/Hand classes might not get exp at all, just skill points for their weapon.
Either that or the leves will give exp as well at release and you can level up that way.
SE have said in an interview that players who want to craft/gather only won't have to kill monsters to level up.
When asked if crafting-based jobs like Weaver will have Guildleve quests designed for them, Tanaka answers that they will, and in fact, you can increase your skill without entering a single battle. Sundi reinforces this by saying players can easily choose to adventure through Eorzea as a Tailor or Blacksmith and simply focus on raising their crafting skills. One of the concepts behind Final Fantasy XIV, is that players do not have to slaughter monsters to reach a "high level," and can lead a quiet life as a crafter.
All I have is an evil sense of humor and a strong sense of justice. Mob trains without zoning would be hilarious, though most games typically put about a 40-100 yard radius for mobs.
Too small of a radius is annoying when you just want to put some distance between you and the mob and they vanish or teleport back or run away, but too large of a radius means that you can never really get away from them before they slaughter you.
nice, that soothes my fears. also, according to the .dats there is an Armorer class as well, which leads me to believe blacksmiths will be solely responsible for weapons, while armorers focus more on chainmail and heavy plate armor. this could be a good and bad thing. it could mean that the arsenal and the equipment in this game is going to be massive, giving both classes plenty to tinker with... or it could mean that SE is trying to make things more simple for the DoH classes so as to not detract players from the more exciting classes. however i doubt it will mean the latter.
Its an MMO, so it has to be grindy (look at FFXI's leveling system) so they can make that dolla every month, but its SE, so it has to be similar to something they've done before.
I envision it as something like FFXII and FFXIII's "hunts", just with more grind to them. I see you or a party having to kill a singular boss for a mission out in various parts of the wild, or in dungeons or whatever, but with lots of mobs along the way, and with filler mobs found with the boss.
I can't see SE doing the XXX Boars style of gameplay because they've never done anything like it before, but the certainly have thrown 300 random encounters between you and the end of a hallway that contains the target mob you need.
I have a feeling they'll be pulling more from FFXII's and FFXIII's gameplay than some people might imagine. FFXI and FFXII had stark similarities because they were designed around the same engine. FFXIII and FFXIV are one in the same.
Yep, sounds more than likely. I recall that some of XII's hunts had some kind of puzzle or prerequisites..
I mean I wouldn't mind if it was like you described, but eh, some additional puzzles to figure out wouldn't hurt. If I remember right during Gamescom there was this one leve where to pop one mob type you had to clear the other one first, which is very basic but something like that would be cool to have in other leves as well. Of course you could just look it up on the net but if you enjoy a bit of solving "puzzles" as you grind the choice would be there.
As long as if by "puzzles", you aren't referring to the Aeon puzzles in FFX. Replaying that game was a bitch because I hated Bahamut's puzzle so damned much.
^ Those would be nice.
You can't say things like this out in the open. Nostalgia will not allow for people, when remembering their experiences with something they enjoyed, to remember the entire story, not just what they enjoyed.
In WoW, you just ran past things you didn't feel like killing, or mounted up and prayed that you wouldn't get knocked off. In FFXI, you snuck, invized, and if you could, marzukaed past things you didn't want to get saddled down with.
One is classified as clever and as intelligent game design (FFXI), while the other is classified as boorish and simplistic. Shit's always gotta be black and white.
To be fair, though, if trash fights didn't take as long as they did, and if resources were as plentiful as they are in WoW - you can fight a large group of decently-powerful mobs as a party without the need for much rest and downtime, as opposed to FFXI's 1-and-done - and if mobs actually dropped semi-useful things to make you want to kill random mobs along the way, sneak and inviz issue wouldn't have been that much of a problem.
FFXIV sounds like there's going to be a lot more goodies dropping from mobs, and as we already know things are going to be more fast-paced and chaotic, I don't see sneak/inviz being as big of a necessity as it was in FFXI. You're not going to want to skip everything en route to the boss or the NM or the zone, because everything that's between you and said boss or NM or zone is going to not be completely worthless.
There are almost zero bosses in WoW that you can mount up and run to. I can't think of one in specific but I'm sure someone might be able to.