Parathyroid wrote:
BartelX wrote:
Parathyroid wrote:
*must level through quests
...No? There are FATEs, dungeons, leves, and guildhests. Did you even play the beta?
Sorry you're right... those are options.
I suppose I'm just continually miffed that world xping has been functionally eliminated as an option. It was one of my favorite endeavors in unspeakable versions of FF (for fear of karma bombardment) past.
Honestly I think world XP has just changed forms is all.
You can still use elements such as Leves and Fates with your fiends and XP out in the open world this way - and it's still effective to do so this way. However the old form of XP camping is no longer open world, and I find myself agreeing with that philosophy.
As much as I enjoyed hanging out and ganking monsters casually, I still, after years and years, have a sour taste in my mount form competitive burn parties that attempted to run one another out, or isolating out certain classes or players because a specific one is most efficient for the role. It simply was a huge mess when we think about it pragmatically.
What they did with Guildhests, Dungeons, and other Duty Finder roles is remove these flaws.
- They reduced the repetition of runs by creating objective based raids and guildhests instead of just killing a single monster over and over again - this is probably the only controversial issue here - as people miss the almost therapeutic rhythm it instilled.
- They reduced the gil bleed caused by spending time with only one monster, by allowing Gear and Gil-yeilding loot to be acquired in the runs, which reduces the need for having to have an alternate gil source just to get by.
- They flatly eliminated camp competition by giving each group their own instance to play at their on leisure.
- They flatly eliminated role-monopolizing with Duty Finder anonymously pairing you with any class of the appropriate role should you choose to use it.
- They assisted in the education of party roles in raids, bosses, and dungeon runs by creating them of easier difficulty as part of the leveling process.
- And mandatory Level Syncing for these events outright prevents power leveling.
All these are benefits of the current system, all of them address complaints that were prevalent in both FFXI and FFXIV 1.xx.
The sacrifice is that in order to encourage the use of that, the old version of XP camping cannot really be viable or some will choose the bypass it, which will re-institute many of the same problems we once complained about, especially about individuals unprepared for raid formats if power leveling becomes prevalent again.
So while part of me will miss the old exploring a new area to visit a new XP camp, another part of me is thrilled that they created such a concise solution to all of the old XP party problems. And when thinking about it at length, I am willing to make the trade - with the feedback note that I will likely want another reason to explore the far ends of each area to replace the xp camp hunting.