View Full Version : FoV Augmentation needs an overhaul...
Duvemora
08-03-2012, 02:34 PM
I'm not asking to give us better augments. I'm asking to allow us to augment an item again, if the first augment wasn't something we wanted. It's disheartening to see an item you love, or an item that is expensive get an augment that totally ruins it. And then it usually gets vendored. It's frustrating.
Just allow us to reaugment an item. Remove all of the current augments on the item, and start anew. I think FoV augmentation would be used a lot more if this was implemented.
The once a day earth time thing is sorta silly too. Most players now are overflowing with Tabs. Let us use them on something besides Repatriation or Warping.
Allowing us to send augmented items to alternate characters would be nice too, but I can understand why that wouldn't be considered.
And finally... let us FoV augment signed items. Last I checked, you couldn't. Say a friend makes you a Gala Corsage, and signs it. The item is going to be special to you. Why not make it even more special by augmenting it?
Just my two cents. :o
Demon6324236
08-03-2012, 09:40 PM
Agreed, this is a reason I have chosen to avoid augments, we should be able to get them changed by redoing it, or have them removed entirely if we want to rid ourselves of the item without having to throw it away.
Daniel_Hatcher
08-03-2012, 10:02 PM
Agreed! They don't have to allow for the augment to be removed, but they could easily do it so you can trade augmented items and it'll replace them.
Duvemora
08-04-2012, 02:48 PM
With the introduction of the Iridal/Chatoyant Staves, FoV augments are wanted again. Now would be a very good time to update the system.
I wish more people cared about this. SE just gave us this FABULOUS new toy to play with, why not make it even better with an augment? ;)
Though, with incidents like the guy who got -4 MAB on FFXIAH... yeah. We need to be able to redo the augments.
Rukkirii
08-07-2012, 09:14 AM
Hello!
We spoke with the dev. team about your requests for augments from Fields of Valor and while you brought up some very good ideas, there are some limitations under the current system. Due to these limitations, augmented items cannot be delivered to other characters on your account and signatures cannot be maintained after an item has been augmented.
On the bright side, the dev. team did say that they will look into reducing the wait time between augments in the future.
Lastly, if we were to allow re-augmenting of the same item, synthesis for the base item would no longer play as important of a role as they do currently, so they would like to keep this step as a requirement for the augmentation process.
Luvbunny
08-07-2012, 09:45 AM
You should at least let us re-augmenting up to 3 times - after that it is finished.
Duvemora
08-07-2012, 11:07 AM
I appreciate any change we can get. I'm disheartened by us not being able to re augment items, but I understand the point.
Maybe only allow HQ crafted gear to be re-augmented or have augments removed since the supply is generally lower than the NQ gear? Then people can still burn through NQ items and NPC them until they get something they like and those who augment their HQs don't get screwed when they get a negative stat on a more expensive item and have to buy a new one. I don't think that's too much to ask, since it sounds like you're concerned that the need for crafters to make these items will disappear if we can keep re-augmenting the same piece. It would still require a supply of NQ gear for the people who don't want to spend too much money but would like to try to improve their gear for the few levels they'll be using it.
I'd love to spend tabs or gil to remove the ice resist from my Aristocrats Coat. I don't care how much it would cost to remove it, I just can't bring myself to NPC it after all these years. I don't use it anymore and the supply of <75 crafted gear on the AH is continuously declining. I'm sure some other people besides myself have held onto some of their old HQ gear they augmented years ago and would love to sell it to somebody who needs it if they could. There are still people who play and gear themselves as they level up rather than leeching to 99 and are having a hard time finding the lower level gear they want on the AH.
Duvemora
08-07-2012, 12:17 PM
Not everyone wants to rocket to 99 and grind end game. I am one of those people. I guess because I have positive memories of doing non end game content with friends. I still appreciate my lowbie items, and have items that I love even if they are low leveled.
Themuffingirl has a good point I think.
I understand the concerns for crafting, but at this point, no one is using FoV augments. Why? Because the chance of getting a bad augment and seeing the item's potential go to waste. Rather disappointed, I have a pair of Mettle Leggings +1 that will last my lowbie for a while, but... I got +1 darkness resist on them. :rolleyes:
I don't think the threat to crafting even exists at this point. It might later, but... I still don't see it as being a problem. The threat will not exist until people start actively using FoV augments. And that won't happen until we can reaugment items. Reducing the cooldown is a step in the right direction though.
My main argument is that most of us have more tabs that we know what to do with. Let us have something positive and fun to spend them on! Right now, FoV elite training is yet another thing we have in FFXI that is not being used by the general player base. At least the English speaking player base, I cannot speak for the other regions.
However, I respect the dev's decision, and I am thrilled that it was even considered. /bow
seraphimhunter
08-07-2012, 12:32 PM
At the very least, an option to *remove* the augment would be appreciated. Make it keep the augmented tag and make it so that item cannot be re-augmented thereby requiring either re-crafting or re-purchasing the item to try again. The "importance of synthesis" is thus upheld while still encouraging the use of this system.
This has been a problem since the FoV augments were introduced; a lot of people are not willing to risk their items on the lottery, and, frankly, a lot of the augments are highly suspect.
Duvemora
08-07-2012, 03:04 PM
At the very least, an option to *remove* the augment would be appreciated. Make it keep the augmented tag and make it so that item cannot be re-augmented thereby requiring either re-crafting or re-purchasing the item to try again. The "importance of synthesis" is thus upheld while still encouraging the use of this system.
This has been a problem since the FoV augments were introduced; a lot of people are not willing to risk their items on the lottery, and, frankly, a lot of the augments are highly suspect.
Good point, but I'm having a hard time wrapping my head around the idea of this and how it would work from a developer's perspective.
Maybe this: Like signatures, the Augmented tag would disappear when purchased by another player on the auction house. That's the only way I can see it functioning. I don't know if limitations would prevent that, though.
It is a good idea though.
Thanks for supporting me, Yuekins. ;)
Kristal
08-07-2012, 08:16 PM
I believe the signature and augment fields occupy the same memory space on an item, hence you cannot have both.
Good point, but I'm having a hard time wrapping my head around the idea of this and how it would work from a developer's perspective.
Maybe this: Like signatures, the Augmented tag would disappear when purchased by another player on the auction house. That's the only way I can see it functioning. I don't know if limitations would prevent that, though.
SE's idea is that you can only augment an item ONCE. If you don't like it, you NPC the item, and buy/craft another to try again. Ofcourse, in the current state of the game, this would only apply to the two new staves, since everything else is pretty much worthless or non-existant.
I would prefer the option to reject the augment and get the base item back, like with synergy, but that would 'hurt' the near-extinct economy as well.
deces
08-07-2012, 09:44 PM
Hello!
We spoke with the dev. team about your requests for augments from Fields of Valor and while you brought up some very good ideas, there are some limitations under the current system. Due to these limitations, augmented items cannot be delivered to other characters on your account and signatures cannot be maintained after an item has been augmented.
On the bright side, the dev. team did say that they will look into reducing the wait time between augments in the future.
Lastly, if we were to allow re-augmenting of the same item, synthesis for the base item would no longer play as important of a role as they do currently, so they would like to keep this step as a requirement for the augmentation process.
Woo there cowpuncher, I really think the best thing that can be done for Augments is a day of the week system, stats attributes and what ever else aline with the correlating day of the week. This would allow at least some control for when we do FoV and bcnm augments. In case you have not realized yet "WE DO NOT LIKE 100% RANDOM"!
Lyberty
08-07-2012, 10:11 PM
I just think that its silly getting a minus status as an "augument", an augument should be at least something to add positively and not otherwise... Well thats just my opinion, and yes the day of the week/weather related augument is an awesome idea... The dev team should take a look into this.
Khiinroye
08-07-2012, 11:59 PM
You can redo augments on abjuration gear, which have a base crafted item, just like FoV augments.
There is no wait time on performing another augment for abjuration gear.
There is an associated cost for both (tatters vs tabs).
There is no risk of a negative augment or losing your item for abjuration gear, while there is a risk of a negative augment or losing your item entirely for standard gear. If your augment is worse for abjuration gear, you can revert to the better augment that you already had.
Abjuration gear augments are usually superior to FoV augments.
Can't buff FoV augments, it wouldn't be balanced.
I should try to augment my Chatoyant staff with a Field Parchment.
I look forward to getting Magic Attack Bonus -4 and then not being able to re-do it (http://www.ffxiah.com/screenshots/66750).
Dear SE,
If you're not going to allow us to re-augment these items through FoV, then please get rid of the negative augments so that we don't end up permanently screwing our items up.
pancakesandsx
08-08-2012, 02:50 AM
Hello!
We spoke with the dev. team about your requests for augments from Fields of Valor and while you brought up some very good ideas, there are some limitations under the current system. Due to these limitations, augmented items cannot be delivered to other characters on your account and signatures cannot be maintained after an item has been augmented.
On the bright side, the dev. team did say that they will look into reducing the wait time between augments in the future.
Lastly, if we were to allow re-augmenting of the same item, synthesis for the base item would no longer play as important of a role as they do currently, so they would like to keep this step as a requirement for the augmentation process.
How's about allowing us to remove augments via synergy using items purchased with cinder. Similar to removing slots.
Raucent
08-08-2012, 08:33 AM
I should try to augment my Chatoyant staff with a Field Parchment.
I look forward to getting Magic Attack Bonus -4 and then not being able to re-do it (http://www.ffxiah.com/screenshots/66750).
Dear SE,
If you're not going to allow us to re-augment these items through FoV, then please get rid of the negative augments so that we don't end up permanently screwing our items up.
Aye can't be stressed enough What good is an item if the stat generally Wanted/Needed is the one ya get neg stats on i.e. Hauberk +1 augments STR-4 DEX-4 CHR+3 light resist +3 SHOULD NOT ever occur
Creelo
08-08-2012, 08:17 PM
They really need to at least get rid of the negative stats on FoV augments...
To augment something would mean to enhance it.
Negative/Detrimental stats do not enhance or augment anything... X _ X
It's a really huge reason why hardly anyone does FoV augments. That and the fact we can't redo or get rid of augments. If they did allow for only positive augments and/or allowed us to redo/get rid of augments, I am 100% sure it would breathe much more life into FoV augments.
It would also be nice to augment lvl 76+ items, but oh well. x.x
Duvemora
08-10-2012, 02:57 PM
Well... I think it's pretty obvious what the players think, even though there hasn't been too many responses. To those of you who have posted your opinion, I thank you.
FoV is just not being used. You could probably count on one hand, how many people on each server actually use Elite Training.
I politely request that the development team reconsider their stance on removing augments, or find some way to make the system useful again. Perhaps adding Level 76+ items and NMs would help. Why not add Elite Training to the dungeons with the higher level monsters in them?
Again, thank you all for your comments. And I wish to thank the development team for giving this issue some thought, at least.
Mirage
08-21-2012, 11:23 AM
Hello!
We spoke with the dev. team about your requests for augments from Fields of Valor and while you brought up some very good ideas, there are some limitations under the current system. Due to these limitations, augmented items cannot be delivered to other characters on your account and signatures cannot be maintained after an item has been augmented.
On the bright side, the dev. team did say that they will look into reducing the wait time between augments in the future.
Lastly, if we were to allow re-augmenting of the same item, synthesis for the base item would no longer play as important of a role as they do currently, so they would like to keep this step as a requirement for the augmentation process.
I understand that you want to ensure that crafters will be able to keep making these staves, but I have a few suggestions that might work for both sides of this.
As someone else mentioned before me, you could limit the number of retries to 3 per staff. Alternatively, you could make it so that to remove an augment, you'd need items that can be made by the same crafts as was required for making the staff.
These items could be expensive, but not quite as expensive as buying a whole new staff. If you could re-augment the staff at a cost around 25% of a new staff, perhaps you'd end up with 4 times as many people trying to augment theirs, resulting in just as big an income for the crafters.
Concerned4FFxi
08-22-2012, 05:51 AM
Please allow re-augmenting of FOV and or remove negative stats from augmenting. Thank you.
Sunrider
08-22-2012, 07:46 AM
Instead of worrying about removing or re-augmenting an item, how about just allowing the players to choose from a list of available augments?
As a post above mentioned players hate the randomization. Complicating the issue with permanent undesirable augments without means to remove and re-obtain, or discarding a potentially hard-earned item just to roll the dice again, is simply demoralizing.
Duvemora
08-22-2012, 12:57 PM
Instead of worrying about removing or re-augmenting an item, how about just allowing the players to choose from a list of available augments?
As a post above mentioned players hate the randomization. Complicating the issue with permanent undesirable augments without means to remove and re-obtain, or discarding a potentially hard-earned item just to roll the dice again, is simply demoralizing.
I like that idea, my good fellow Elvaan. That would be the best of all!
And if it's too much to ask, why not increase the difficulty of the NMs, or increase the cost of the elite training? Or hell, even increase the time limit. Anything for that. :D
Bragii
10-12-2012, 12:17 AM
In my opinion it's very understandable that re-augmenting cannot be done. However I think there should be given a possibility to players to influence the outcome of augments in any way.
Also I wonder:
Will there be a possibility in the future to augment the new 75+ crafted-items through new Field Parchments? (maybe in Ground of Valor areas)
Nawesemo
10-12-2012, 12:39 AM
Make points for defeating xyz mob, make the aguments cost points, make the desired result known, make it %based, but at least let us choose the augumemt ... 30% getting what you want, 50% something close, but not quite, and a 20% s.e f u.... Something other than completely ramdom.
Kristal
10-12-2012, 04:46 PM
Make points for defeating xyz mob, make the aguments cost points, make the desired result known, make it %based, but at least let us choose the augumemt ... 30% getting what you want, 50% something close, but not quite, and a 20% s.e f u.... Something other than completely ramdom.
Bleh on points. Just give us a choice to either accept the augment or reject it (and get the unaugmented item back). That way, disastrous augments can be rejected but if you want to keep a decent augment you have to obtain a new item to shoot for an even better augment.
And make these type of augments not EX, so they can be traded between players. It would make EFoV an entirely new kind of crafting system.
saevel
10-15-2012, 09:14 PM
FoV augments suck, always have. Too random, getting -2 STR +1 CHR + 1 Light Resistance on a melee piece is the epitome of stupid. Due to high crafting costs of any item worth while your not going to spam 20+ of an item hoping for that 1 decent augment.
The complete and utter lack of people doing FoV augments should demonstrate how BAD it is.
Mirage
10-15-2012, 09:52 PM
Totally with Saevel here.
Sarick
10-16-2012, 10:11 PM
How about this? You trade an unrelated cheap item like a clear chip to the NM and it gives that item an augment up to it's max level. You can have as many of these as you want. If you find one with augments you like you can use it to augment whatever item of equal or higher level you choose with it.
SE to put it simple, your lottery augments suck. If we could use chips to hold augments the player would BUY from the NPC instead of blowing money on items we'll just throw away. The point is intelligent players won't risk augmenting their precious items if there's a chance they'll get shit they can't erase.
The response about not giving players the ability to remove augments is silly. It's just an effort to maintain a time sink as always for augments that have little to no real benefits. In some cases these augments DESTROY good items.
THIS >>>>
FoV augments suck, always have. Too random, getting -2 STR +1 CHR + 1 Light Resistance on a melee piece is the epitome of stupid. Due to high crafting costs of any item worth while your not going to spam 20+ of an item hoping for that 1 decent augment.
The complete and utter lack of people doing FoV augments should demonstrate how BAD it is.
You might as well just remove this flawed system from the game. Only perfectionist with a lot of lose cash are willing to invest in this crap.
Trangnai
10-22-2012, 01:07 AM
Allow players to choose a "Training Focus" after they trigger the parchment to spawn the NM, allow this to determine the stats of the NM based on the agument level and focus. For example, a melee focus will spawn a mob that is highly defensive but will rewaard the player with an item that boosts the stats they wish to have, the ammount and which stats are boosted can be random, as well as a random chance to lower stats that will not efect the use o the piece in a melee situation but will make it useless in other situations.
Kristal
10-22-2012, 07:25 PM
Allow players to choose a "Training Focus" after they trigger the parchment to spawn the NM, allow this to determine the stats of the NM based on the agument level and focus. For example, a melee focus will spawn a mob that is highly defensive but will rewaard the player with an item that boosts the stats they wish to have, the ammount and which stats are boosted can be random, as well as a random chance to lower stats that will not efect the use o the piece in a melee situation but will make it useless in other situations.
Better idea: limit certain augments to specific NMs. Skahnowa with focus on mage stats, Eraser with focus on melee stats for example. Might have to add a few more NMs to cover different groups of stats, and playerbase will have to figure out which NM gives what augments.
Concerned4FFxi
10-23-2012, 04:41 PM
can we start with the obvious and make it so it has AT LEAST the same function as GOV? i.e, warp, invis/sneak, rr2,rr3,etc?
Thanks, I thought that was a no brainer but SE released that and nin af3+2 feet without updating current content because they have no quality control except to pull a microsoft and release shit with bugs and let the consumer complain till some get fixed.
Luvbunny
10-23-2012, 07:16 PM
FOV does need a serious revision when you compare it to GoV, not sure what is taking them so long to make this adjustment really. Another sad poor excuse of not having enough time, blah blah blah...hire more developers.