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Question about leveling speed&how they effect craftersFollow

#1 Aug 13 2013 at 10:54 PM Rating: Default
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Hello I was curious to know if anyone can fill me in on this vague understanding on this topic. I have very few and limited beta experience and i quit 1.0 around the time before 1.20 patch.

a huge problem before i quit ( and I apologize for bringing this topic which caused a ton of flaming wars and heated debates ) was people were just afk powerleveling their way to 40+ and it completely destroyed the profits from low level armors and consumables people used to buy when the game was released. I understand some people agreed with this but those who started crafting a bit late or primary crafting professionals saw a huge hit with this problem. This was a huge reason i decided to quit the game also due to the fact people would watch a movie on netflix/read a book and not play the game and have their buddies just give them free levels and the amount of xp was just nuts i mean 1-35 in 1-3 hour was almost common so all armors/etc were rendered useless as people did not bother to buy.

I am all ok with higher levels helping lowered leveled players and actually ala FF11 style which involved them being out of a party and allowing the players to....actually play the game was fine by all means, heck i can also tolerate any bigger than this but a system that encouraged and rewarded players for not playing was just insane.

did they "fix" higher leveled players from mass murdering things for afk players in ARR?

and aside from powerleveling issue, how fast do people earn levels normally and how do you think it will effect crafters in the game?

I apologize for bringing this topic once again i know a while back was debated to death but I am unsure of it on ARR, ( i think someone before told me that you get a lot less xp from super high level people within party or something along those lines)

Edited, Aug 14th 2013 12:56am by KingAlkaiser

Edited, Aug 14th 2013 1:30am by KingAlkaiser
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#2 Aug 13 2013 at 11:14 PM Rating: Decent
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They have a level sync system so anytime someone higher level is doing content for lower level characters their level will sync to the highest allowed level of the particular content. It will adjust stats and rewards accordingly. It won't effect equipment though I'm sure equipment stats will be scaled as well. I haven't played in beta myself but I'm pretty sure experience from mobs is pretty minimal so I doubt afk power leveling will be possible.
#3 Aug 13 2013 at 11:35 PM Rating: Default
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but will they have/allow old abusive and broken mechanic where a level 50 player can party with player 1-40 levels lower and mass kill anything while people leeched and afk and earning 100% of the xp that the monster normally gave lower level players( powerleveling )?

I am all for level sync it is nice for people who want to play with their lower leveled friends but the way it was handled before was so bad, it destroyed party'ing with people also because everyone and their mothers wanted to PL and if not once in a party you have typical....("hey my x friend coming to PL us....yay now we get to afk lol")

when 1.0 was released it was bad in a lot of ways but nothing out of the world like that, the worst part was prices for equipment 1-45 were either non existent or overpriced extremely like 1 mill for level 5 shield or extreme undercut(or people didn't bother to craft anymore ).

thus:
how is xp adjusted between player levels this time?
and how is the speed of leveling vs crafted gears ( im also worried about rare/ex items dominating over crafted stuff)
I am a crafter at heart so a lot of this stuff has me left with a vague knowledge and worry.

Edited, Aug 14th 2013 1:36am by KingAlkaiser
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#4 Aug 13 2013 at 11:39 PM Rating: Decent
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I really hope that they remove the ability to do this from the game.

I pretty much solo levelled most of my jobs without cheating, and that is how I see this sort of exploit - it is cheating and SE should stop it.

Confession time: I was in a party as a level 30 CON when a high level LS mate of one of the party members showed up and I was in for the ride for about 3/4 levels. It was only once, only 3 or 4 levels and I didnt inhale!
#5 Aug 13 2013 at 11:49 PM Rating: Good
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Yeah that sounds pretty broken. I can't say for certain whether or not it will be possible as I haven't been aable to try it. But I really hope not. I'm pretty sure Yoshi-P is smarter than that! There's probably some sort of block on the amount of experience a lower level player can gain from leeching off of higher monsters from a higher level player. That's just speculation on my part though, but isn't something like that just a standard for MMORPG's?

Edited, Aug 14th 2013 1:50am by ArkKenea
#6 Aug 13 2013 at 11:52 PM Rating: Default
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Im all for any methods which make people play with one another, but when you have people afk ( even if not it didn't really mattered as it was a continuation of gather--->AoE and one shot= 20-40% of a bar ) go and do other things outside the game or not play the game in general there is something terribly wrong lol.

I am mostly also concern for crafters if it is still there I am hoping to do crafting to help a lot of my server with items but if this exploit still there what is the point in crafting then and why bother having them there. ( on my server it was almost 75% of shouts for it it became that bad ).

no jealousy or anything but this will cause serious harm to game.

P.S-
loved handing out shields when i started in 1.0 on server it was chaos and non for sale ever those where fun times and people loved and appreciated it ^^.

im also happy food is useful now also before it was almost worthless.


Edited, Aug 14th 2013 1:52am by KingAlkaiser
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#7 Aug 13 2013 at 11:58 PM Rating: Default
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ArkKenea wrote:
Yeah that sounds pretty broken. I can't say for certain whether or not it will be possible as I haven't been aable to try it. But I really hope not. I'm pretty sure Yoshi-P is smarter than that! There's probably some sort of block on the amount of experience a lower level player can gain from leeching off of higher monsters from a higher level player. That's just speculation on my part though, but isn't something like that just a standard for MMORPG's?

Edited, Aug 14th 2013 1:50am by ArkKenea



It was dark times and out of control before, first time i saw it i said its probably not too bad and non of my concern, but after i saw my friend go afk to watch a movie and come back in a hour from level 1----> about 37 I was left with this same face !(@.@)!

then you had a party of 5 players with /auto follow while level 50 marauder go around area hit 1 enemy and mass train like 40 enemy and 1 hit kill with aoe= experience chain over 9000. The players who were level 1 gained the maxed amount of xp for their level all while doing absolutely nothing.

soon after a month auction house ( yes ill clal it AH) was completely broken and people that used to do party/dungeons like that totorak or whatever was called and party up with guild leves were almost uncommon as everyone was in ulda'h just spamming for PL.

level sync+ outside of party help like ff11 I accept but not this lazyness.

P.S-(why do i always write this lol)

overall crafting wise I am happy tho on the positive note just hope it gets put to use in game.


Edited, Aug 14th 2013 1:59am by KingAlkaiser
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#8 Aug 14 2013 at 12:00 AM Rating: Decent
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EDIT: I posted too early.

In a realm reborn crafters levels by crafting equipment based on their level. So I'm sure there will be an abundance of crafted goods of every level available and a use for them for everyone.

Edited, Aug 14th 2013 2:03am by ArkKenea
#9 Aug 14 2013 at 6:02 PM Rating: Decent
I don't know if the leveling speed is going to be a factor. What I saw when I played the last round of beta was that the quest rewards were just as good as anything craftable. And at least on your first pass from 1-20, you get gear rewards right at the appropriate level. Meaning that you'd have no reason to town to check the market board for gear upgrades available from a crafter.

Maybe when people start leveling their second or third job (one that uses a different class of armor and weapon entirely), they'd find themselves buying crafter made goods.
#10 Aug 14 2013 at 6:09 PM Rating: Decent
Leveling is so fast that the gear from the lower set in the Grand Company seller is useless to me. I will be spending all my currency on the upgrade to the next level like I did in beta. Even worse you don't get them from fates anymore I think.
#11 Aug 14 2013 at 6:49 PM Rating: Good
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KingAlkaiser wrote:
ArkKenea wrote:
Yeah that sounds pretty broken. I can't say for certain whether or not it will be possible as I haven't been aable to try it. But I really hope not. I'm pretty sure Yoshi-P is smarter than that! There's probably some sort of block on the amount of experience a lower level player can gain from leeching off of higher monsters from a higher level player. That's just speculation on my part though, but isn't something like that just a standard for MMORPG's?

Edited, Aug 14th 2013 1:50am by ArkKenea



It was dark times and out of control before, first time i saw it i said its probably not too bad and non of my concern, but after i saw my friend go afk to watch a movie and come back in a hour from level 1----> about 37 I was left with this same face !(@.@)!

then you had a party of 5 players with /auto follow while level 50 marauder go around area hit 1 enemy and mass train like 40 enemy and 1 hit kill with aoe= experience chain over 9000. The players who were level 1 gained the maxed amount of xp for their level all while doing absolutely nothing.

soon after a month auction house ( yes ill clal it AH) was completely broken and people that used to do party/dungeons like that totorak or whatever was called and party up with guild leves were almost uncommon as everyone was in ulda'h just spamming for PL.

level sync+ outside of party help like ff11 I accept but not this lazyness.

P.S-(why do i always write this lol)

overall crafting wise I am happy tho on the positive note just hope it gets put to use in game.


Edited, Aug 14th 2013 1:59am by KingAlkaiser


When it comes to PLing your buddies, they changed it from what you've described to something slightly different. People would still afk if it was a large group, but they made it more dangerous by making you drop the lvl 50 person from your party. You'd start off by having several low level people with 1 lvl 50 character. The 50 would go and aggro all the mobs and group them. The party leader would oust the 50 character leaving the 50 with all the hate from the mobs and a group full of low leveled characters. The 50 would then use an AoE and kill all the mobs in a single attack giving all the exp to the low leveled party members since they kept claim on the mobs.

In ARR, as long as we continue to have an influx of new players, we shouldn't have a problem with not needing lower level gear. Once we find out where crafted gear becomes better than the story given gear, we'll be able to keep making those types of gear since gear will soul bind to a player once the soul bind bar hits 1%. It's the same bar that once full will allow you to convert that piece of armor into materia. So once it's soul bound to you, you can either sell it to an NPC for next to nothing, throw it away, or convert it into materia. There wont be any reselling of armors. This is good for crafters so there will always be a need to create more of the same object since you can't have 1 body armor being used by 10 different people. This means you'll need to create 10 different armors for those 10 different players.

As for exp curve, they've changed the amount of exp needed to level dramatically. Go to this link and I think it'll take you directly to the level curve as of phase 3. Also, there is a lot of other stuff that was .DAT mined and is up to date as of phase 3 as well. It looks like they found some other stuff like +1 version of the relics, but SE asked that they take stuff like that down. :(

http://xivdb.com/?exp

EDIT: A small change I'd like to add. I just started reading the beta phase 4 notes and here is something that would interest those who don't like the idea of PLing.

The following changes have been made to FATE

New FATE have been added.
Players who exceed the recommended level for a FATE by six or more levels cannot interact with enemies in said FATE without using level sync.
In the event FATE occur consecutively at the same location, characters will remain level synced until all FATE have ended, or they leave the area.
The provoke action will no longer affect FATE enemies.

This wont change the fact that you might still be able to do it outside of FATEs, but Yoshi has mentioned that dungeon crawling will the most efficient, time wise, way to level your character up.

Edited, Aug 14th 2013 9:02pm by swisa
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