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View Full Version : Please consider giving other jobs Warp and Warp II



Zeroe
12-23-2012, 01:26 PM
It would be nice if other jobs that specify on magic could use these utility spells. It hardly breaks any balance in the game, and would make for a more mobile and less job intensive experience. Although warp scrolls are a nice substitute, I feel this area can be expanded upon. Thoughts?

JackDaniels
12-23-2012, 01:45 PM
Warp scrolls are 10 cp, warp cudgels are cheap, homing instinct..

Kincard
12-23-2012, 03:25 PM
Warp scrolls are 10 cp, warp cudgels are cheap, homing instinct..
See

Although warp scrolls are a nice substitute, I feel this area can be expanded upon.

He knows there are warp scrolls there. That's not a reason to say it can't be added to other jobs. I think it wouldn't really be a bad idea to give RDMs and SCHs the spell (And maybe GEO when it comes around). The only function these spells serve is convenience/running away so it's not like it's that big a deal if I can warp when I'm on RDM/SCH.

Alhanelem
12-23-2012, 04:00 PM
I feel this area doesn't need to be expanded upon. There should never be an instance when

-you can't d3 yourself (really, who really actually cares about exp loss anymore?)
-you cant d1/d2 yourself
-you cant use a device/teleport/outpost/etc to either get home or get you to something that can send you home.
-you cant use one of many items that gives a warp effect
-you dont have someone in your party that can do one of the above for you

is a BLM or /BLM really that hard to come by? there is no excuse for not having an easily obtainable trip home- ever.

Zeroe
12-23-2012, 04:41 PM
Although yes there are other ways like I mentioned above, It really more for convenience and situational purposes. The spell should be allowed to be further expanded upon rather than just making it so only /blm can warp. Nothing wrong with scrolls, cudgels, etc, just making your class all the more versatile is fine be me.

Kincard
12-23-2012, 04:52 PM
I don't get any reason to be against adding this spell to other jobs when it serves no function other than getting you from place to place. There's no job balancing act to be found here. Alternatively they could add an HPing item that has a 30 to one-hour recast. Treat Staff II, Warp Scrolls and the like are all nice, but it'd be nice if I didn't have to run to the conquest guys every time I'm back in town to get another warp scroll. There's a lot of little inconveniences in the game like this where it makes absolutely no sense to me to not at least consider fixing them in some way.

Or remove the rare/ex tag on the warp scrolls and make them stackable. That would be awesome. I can just buy a bunch at once and not have to worry about ever forgetting to get more.

All the other warp items (Nexus Cape + Treat Staff II + Retrace Staves is 5 slots already, and there's a bunch of other types on top of that) take up inventory/satchel space and we all know that that's a huge problem.

I remember back in the NES RPG days when a single teleport item/spell could take you to any town you've been to before. It's pretty amazing when a game released in 2002 does that worse.

Economizer
12-23-2012, 05:32 PM
That's not a reason to say it can't be added to other jobs. I think it wouldn't really be a bad idea to give RDMs and SCHs the spell (And maybe GEO when it comes around). The only function these spells serve is convenience/running away so it's not like it's that big a deal if I can warp when I'm on RDM/SCH.

While I'd love to be able to Warp myself directly home on WHM/SCH without having to teleport and book home first, there is actually a big reason why it isn't added to other jobs, the game economy.

Think of all the Woodcrafters and Alchemists who would be affected if the market for Warp Cudgels took another hit.

I'm sure this is debatable in scope (I'm not even sure I could really muster the energy to defend crafters on this one right now), but I think it shouldn't be said there is "not a reason" at all. This is a reason SE will be thinking of when considering this change, and it might help to address it non-dismissively when arguing the case for change.

Kincard
12-23-2012, 06:07 PM
Being a woodworker myself, I have to say that even if I wasn't incredibly lazy, Warp Cudgels were horribly killed as a way of effectively making gil when they reduced Treat Staff II to a 20 hour recast and made Warp Scrolls so cheap to obtain.

If they took my suggestion of making a charged item have a 30-1 hour recast and applied that to Warp Cudgel, it'd help Woodworking (One of the worst crafts in the game) and make warping more convenient.

Caketime
12-24-2012, 12:06 AM
Woodworkers weren't exactly bankrupted by the more plentiful forms of Warp, Cudgels have been fairly useless wastes of cash for quite some time, most just use them as low damage proc weapons anymore. Giving Warp/Warp II to other mage jobs wouldn't make BLM less desirable, and it won't make crafters into paupers overnight. It would make the game far more convenient, however. Why do we hate convenience? Is it because we feel the game should be tedious because we're playing online? Timesinks are/were always terrible, ones involving running from one end of an empty zone to the other included.

Merton9999
12-24-2012, 12:25 AM
I'm one of those guys who always has a warp item, so no, it isn't hard to do. But despite the fact that I'm always prepared, I don't enjoy the process of being so. Running to get a scroll every time I warp back, and taking up several slots in a very strained old inventory system are both annoying.

With that said, I don't care how SE makes the process simpler. I'd have nothing against giving warp to RDM, SCH, WHM, GEO. I like the idea of warp scrolls being stackable better though because it benefits all jobs.

Caketime
12-24-2012, 01:16 AM
Stackable Warp scrolls plus the option to specify the amount purchased would be rad.

Economizer
12-24-2012, 01:44 AM
Warp Cudgels were horribly killed as a way of effectively making gil when they reduced Treat Staff II to a 20 hour recast and made Warp Scrolls so cheap to obtain.

I'm aware of all this, and yet, somehow, in the back of my mind, I think SE would be bringing it up as an issue, like they did with changing certain stack sizes (and even when people suggested non-AH usable bags, or even ex tagged bags to stack them, SE did nothing).

Perhaps I'm just being pessimistic today, but I just think they'd bring it up, so having our best arguments forward seems sensible (now if they listen is another thing...).


If they took my suggestion of making a charged item have a 30-1 hour recast and applied that to Warp Cudgel, it'd help Woodworking (One of the worst crafts in the game) and make warping more convenient.

I'm not quite sure what you mean here, I thought Warp Cudgels have 30 charges and 1 hour recast (although the recast should be reduced really). The ~10k profit (at least on my server, if you buy the mats all off AH, including the Anima to Ensorcel) of selling a Warp Cudgel is probably not too great, but between this and Bolts/Arrows/Tools/Furnishings I generally have a positive view of Woodworking, but I always hear complaints from Woodworkers. I imagine the number of complaints must do with crafting not being as profitable as it once was or not being able to make Elemental Staves 2.0 or something, but I think I might be missing something.

Alhanelem
12-24-2012, 01:53 AM
Although yes there are other ways like I mentioned above, It really more for convenience and situational purposes. The spell should be allowed to be further expanded upon rather than just making it so only /blm can warp. Nothing wrong with scrolls, cudgels, etc, just making your class all the more versatile is fine be me.
I'm not sure what isn't convenient about any of the other options.

Asking the devs to look into something that isn't really a problem will distract them from looking into something that really is.

Also, I didn't even consider the economy, and I rather agree that obsoleting warp cudgels probably isn't a good idea.

Kincard
12-24-2012, 02:54 AM
I'm not quite sure what you mean here, I thought Warp Cudgels have 30 charges and 1 hour recast (although the recast should be reduced really).

Welp, goes to show how often I actually bother using my woodworking anymore if I can't even keep track of that. I was still under the mindset that the things had a 20-hour recast but I guess they lowered the recast on these too.


The ~10k profit (at least on my server, if you buy the mats all off AH, including the Anima to Ensorcel) of selling a Warp Cudgel is probably not too great, but between this and Bolts/Arrows/Tools/Furnishings I generally have a positive view of Woodworking, but I always hear complaints from Woodworkers. I imagine the number of complaints must do with crafting not being as profitable as it once was or not being able to make Elemental Staves 2.0 or something, but I think I might be missing something.

Ultimately the biggest problem with Woodworking is inventory management. Creating consumables is a very inventory-intensive task and it didn't help when that they made arrowheads and anima stack to 99, because it means you are committing yourself to creating an absurdly large supply of the item you plan on making. (If I'm going to bother leveling another craft on a mule so i can make the arrowheads/anima myself, I might as well just go make something more profitable in the realm of that skill).

With ammunition, the problem is that, plus I have to buy a on of flowers and travel out to the quivering guy to package them all for easy selling. It's a lot of legwork and a lot of wasted inventory (which I don't have, and telling me to use a mule to craft isn't very helpful when I can't mail my craftskill level) and ultimately the amount of gil I would make doing that averages out to be way less than if I just did something else that wasn't mind-numbingly boring and tedious. I could do Einherjar and sell Valkyrie Tears. I could do Limbus and sell ABCs. I could do Dynamis and sell ancient currency. It's dumb that when maxing out a craft ends up making me have to jump through more hoops only to make less money doing something basically every other player can do, and is (argubly) a lot more fun. I guess you could argue it's very subjective whether it's more fun to watch crystals spinning or to go bash some goblins though.

Aside from that, arrows are not too popular anymore because Rangers definitely largely favor guns over bows nowadays, and that's in the realm of alchemy/smithing and not woodworking. SE has also alluded to greatly increasing a Ranger's Recycle trait so try to figure out their consideration of the economy on that one.

Furthermore, there is little advantage to me being a main woodworker if we're talking about the Warp Cudgels specifically, because they're a level 44 craft that lacks an HQ. High-level woodworking crafts are not very profitable. Compared to a Maxed Smithy hitting the jackpot on a Tier 1'd synth (E Body) or a various crafts making tens to hundreds of millions when they make an HQ hexed, Woodworking gets to make Nathushne, which is a mediocre weapon and thus has a horrible profit margin, if it has one at all after factoring in breaks.

tl;dr on first glance it looks like woodworking can make decent profits, but in application you're spending too much time doing legwork, preliminary crafts etc for it to beat any of the less tedious ways of moneymaking. Unless you bot crafting. But nobody does that, right?

Economizer
12-24-2012, 04:23 AM
Aside from that, arrows are not too popular anymore because Rangers definitely largely favor guns over bows nowadays, and that's in the realm of alchemy/smithing and not woodworking. SE has also alluded to greatly increasing a Ranger's Recycle trait so try to figure out their consideration of the economy on that one.

Probably just gonna meander wildly off topic here, but I'll consider it okay since people have given a valiant effort to smash economics as an excuse for warp items already, which really satisfies any qualms I have of being dismissive of it (although I still doubt SE is going to actually change anything, sadly). I'll probably be making really weak points here and going on a tangent, but that's really the spirit of any forum so whatever.

Now, while I could argue about bolts still being useful (thanks to the lower costs I know more and more people who are favoring status bolts) or what have you, I think a bigger issue that pops up here comes down to people resenting having to pay to play their jobs when certain other jobs don't necessarily have to.

While we have (good) melees eating their food for attack boosts or whatever is hot now, Ninjas using their tools (and often universal tools that aren't craftable at that), ranged jobs using bolts/bullets and eatting their ranged foods, tanks where they still exist eating defense (or combination attack/defense foods), and almost everyone using Reraise items (be it Reraiser, Hairpin/Earring, or even Scapegoat), we don't generally have a lot of mages eating food or drinking juice or potions (sometimes rarely you'll see an Elixir type potion get a swig if you're lucky).

Now, this and points you brought up show a few problems with consumables right now.

First, mages have crappy food, and could be chewing on wood for better stat boosts then what foods give them. Since SE doesn't seem to listen to food requests based on cooking, I propose we have "Wand/Staff Toothpicks" that are consumable items that generate a food effect that is actually worth using. Cooks aren't getting profits off of mages at this point anyways, so making recipes where Woodworkers turn stat wands and NQ elemental staves into magic toothpicks is the natural progression. Additionally, woodworkers could also be involved in crafting the sticks for stat boosting lollipops as well, and magic charcoal for cooking ingredients as well.

Second, it takes a ton of ingredients what with the bagging and stacking of consumables. Now, crafting can only take eight ingredients, and can only produce one slot of items, and Synergy is supposed to take up the slack on these limitations, but I'm sure there could be high level recipes that woodworkers can use that don't all involve Synergy could be introduced.

For example, a high level Woodworker (possibly with a new bagging KI) could craft their respective Ninja Tools from either more materials or more raw materials. One such recipe could be for Toolbag (Shihe) - 3 Bast Parchment, 3 Black Ink, 1 Bundling Kit (or whatever it would be called), with results of 1 Toolbag NQ, 2 Toolbags HQ1, 3 Toolbags HQ2, 4 Toolbags HQ3. This basic recipe and bagging KI could also be extended for other Woodworking recipes (Kawahori-Ogi, Mizu-Deppo, Uchitake), Goldsmiths (Hiraishin), Alchemists (Jusatsu, Kodoku, Sairui-Ran, Tsurara), Clothcrafters (Kaginawa, Sanjaku-Tenugui, Shinobi-Tabi), Smiths (Makibishi).

This can also be extended to Arrows/Bolts as well, ideally with the Boltmaker KI (which is kindof useless right now, although changing it could probably use a rename) or with the before mentioned bagging KI. SE could start by making Synergy only recipes producible with Woodworking but only with the KI, such as Ruszor Arrows, and Gargouille Arrows, and previously unbaggable arrows like Marid Arrows could be baggable with the new crafting recipes. They could do the same for Synergy only bolts, and make it possible to mass produce stuff like Bloody Bolts by having the Boltmaker recipe make Quivers instead of bolts.

Third, universal tools aren't craftable. I think SE should add a Synergy or crafting recipe that takes the six respective Ninja toolbags that make a Shika/Cho/Ino Toolbag and spits out 6 or more toolbags (if it is a crafting recipe it could spit out 6 on NQ, 12 on HQ, but it if is Synergy it could spit out 6/12/18/24 easy). Easy as pie, and crafters would benefit (although prices on tools might rise for /NIN users unless SE does everyone a solid favor and makes the universal tools subjob usable if this does occur). Additionally SE might want to consider making the universal tools sell Guildshop style (maybe an NPC with the Conquest winners) to make crafters have an easier time competing with the prices.

Totally off topic, I know, but mages need their toothpicks, large scale consumable production shouldn't be so painful, and unversal ninja tools need to be craftable.

StingRay104
12-24-2012, 08:39 AM
So instead of using many of the in game methods available to port home, you want the dev team to use valuable time and resources that could be put to better use on actual problems of the game on this minor Inconvenience? Yep that makes sense.

Dantedmc
12-24-2012, 08:46 AM
Because it would take so much time to add a job to warp II or to make warp scrolls stack to 99

Alhanelem
12-24-2012, 09:10 AM
Because it would take so much time to add a job to warp II or to make warp scrolls stack to 99
Well, they already claim that a lot of other things that should be simple fixes are too hard or would take too long, so I'm not going to endorse adding this one to the pile - because it's really not needed, as nice as it may be. Call me "no police" if you want, but there are a LOT of other "nice things" they could change that would matter a lot more.

Caketime
12-24-2012, 10:11 AM
So instead of using many of the in game methods available to port home, you want the dev team to use valuable time and resources that could be put to better use on actual problems of the game on this minor Inconvenience? Yep that makes sense.

Yes. Deal with it.

Yrusama
12-24-2012, 08:04 PM
How to explain non-mage jobs having teleport/warp(2)/retrace/recall/other (not meant to be too serious):

Escape:
THF or NIN - Escape Route: Finds a secret tunnel that brings you directly out of the dungeon. (Sort of like the Escape Rope item in Pokemon)

Warp:
SAM - Seppuku/Hara-Kiri: Takes own life to allow oneself to return to home point. (exp will be lost)
BLU - Homing Instinct: Finely tuned animal instincts allow for a swift return home.

Repatriate/Retrace:
PLD - Return: Same effect as Return Ring, but also works in [S] areas (teleports to the Campaign Arbiter) and Aht Urhgan areas (Teleports to staging point). Allows for the swift return to one's home nation to answer calls to arms.

Misc:
DRG - Sky Chariot: Deploys a parachute from high in the air, utilizing the Wyvern for steering. Must have Parachute (Clothcraft recipe) equipped in ranged slot in order to use. (Unsure if this should be Teleport, Warp, or something else)
SMN - Echo Drift: Transports the user through the nearest Cavernous Maw if one is present.
BST - Fly/Migration/Carrier: When using airborne/bird jug pets (which the game is kinda lacking), this option becomes available for either teleporting or returning oneself or party members to home point. Only one target per use, and the pet is dismissed.
PUP - (no idea what to name this): Allows the use of either teleport or warp depending on the frame/head used.
GEO - Tidal Serpent: Calls the spirit of the planet to transport the user's party across great distances. (See also: Tidal Talisman)
DRK - Umbral Nexus: Melts into the shadows to return to the party's overlord. (Same effect as Nexus Cape.)
SCH - Syllabus: Produces a Field Manual or Grounds Tome for use by the Scholar. Manual/Tome's contents depend on area. (Will offer all options from that area's book, including Field Support such as Repatriation and Homing Instinct, and will consume tabs accordingly. This ability is unavailable if no such book is present.)

I realize a lot of these are far fetched. As I mentioned above, I'm really not serious about any of it. It's just fun to imagine what SE could do if they really wanted. I'm interested to see what others might come up with.

Edit: I guess the point of all this is to remind us that we don't necessarily need to bash the idea of giving more jobs teleports when the idea itself is already crazy. I think one of the bigger issues with warp/teleport is that BLM and WHM are situational subjobs at best, usually for other magic classes that can get more from them than convenient transportation. Giving them to Red Mage or Scholar only fixes part of the problem (I don't like to whm/blm, so warp would be nice for /sch). I'm sure a lot of front line jobs would love to have a bit of the same convenience, which is why I tried to find lore-related ways to justify how some jobs could pull it off without necessarily needing magic. (mind you it's 5:30 am on Christmas Eve, so I blame fatigue if these ideas kinda suck).

svengalis
12-24-2012, 09:01 PM
I feel this area doesn't need to be expanded upon. There should never be an instance when

-you can't d3 yourself (really, who really actually cares about exp loss anymore?)
-you cant d1/d2 yourself
-you cant use a device/teleport/outpost/etc to either get home or get you to something that can send you home.
-you cant use one of many items that gives a warp effect
-you dont have someone in your party that can do one of the above for you

is a BLM or /BLM really that hard to come by? there is no excuse for not having an easily obtainable trip home- ever.

How about space?

I have been in situations where I was in an area around mobs that were too weak to kill me and I was without a warp scroll and to far away from op or area not in my control etc...

Just my 2 cents on the whole thing although I don't agree with TC.

Tsukino_Kaji
12-26-2012, 05:16 AM
but there are a LOT of other "nice things" they could change that would matter a lot more.Yet unstead we end up getting the most inane things updated that no one asked for.

Krashport
12-27-2012, 02:53 AM
I'm not sure if this was said; (I didn't read every post :o), I wouldn't mind warp scrolls being able to stack to 12 or 99. Getting and holding more then one warp scrolls at a time would rock!

Alhanelem
12-27-2012, 02:54 AM
I'm not sure if this was said; (I didn't read every post :o), I wouldn't mind warp scrolls being able to stack to 12 or 99. Getting and holding more then one warp scrolls at a time would rock!
That i won't argue with- that would be a good move. Still, there's no reason to ever be caught without a warp item.

Daniel
12-27-2012, 03:22 AM
I second this, rdm and sch, mostly because I am lazy and, but want to go blu/sch to voidwatch instead of blu/blm XD

Psxpert2011
12-27-2012, 06:40 AM
It would be nice if other jobs that specify on magic could use these utility spells. It hardly breaks any balance in the game, and would make for a more mobile and less job intensive experience. Although warp scrolls are a nice substitute, I feel this area can be expanded upon. Thoughts?



AAAAhhahahahahaaaaahhhaaaaahhaaaaahhahahhaaaaahhaaaaahhahahahhahahahaaaaahhahaaahahaa....


ahahahahahahahahahahaaaahhaaaahhaaaahhahahah

/derppost

To anyone agreeing with this:
Aaaaaaaaaaahahahahahahahahahaaahhaaaahhaaaahhaaaaahhaaaaahhaaaaahhaaaaahhaaaaahhaaaaahhaaaaahaaaaa..
..etc.

/derppost_reply_infinity.

Sabaku
12-27-2012, 08:50 PM
I'd love a non-KO-requiring Tractor II. I know, not entirely necessary, but it'd be nifty to have.

Jackstin
12-28-2012, 03:45 AM
There's no need for it, but if you gave a 0 MP warp spell to every job it would make the game more streamlined, and wouldn't break the game. Travel in this game is in dire need of streamlining, it is all over the place (no pun intended).

Having said that, I'm sure we'd all prefer other things to be fixed, like lack of content, UI and balance. But if it is easy and doesn't take long. Sure. Give warp to everyone. It'll be like the warp scrolls at the moment, but less annoying and something which newbies wouldn't need to be told about.

Carth
12-28-2012, 05:28 AM
If the only argument against giving warp abilities to all jobs is "SE is terrible at programming", then I have to say you guys have to come up with a better response than that.

Jackstin
12-28-2012, 07:39 AM
If the only argument against giving warp abilities to all jobs is "SE is terrible at programming", then I have to say you guys have to come up with a better response than that.

To be fair, that's a good argument.

Alhanelem
12-28-2012, 08:56 AM
Actually I'm rather inclined to say "SE is terrible at programming" is a pretty good argument.

Yes, I realize that changing a lot of things, especially older systems like the mog house is more dfficult in part because the people that designed them aren't working on the game anymore, but one would have expected that those engineers commented or documented their work such that someone who is assigned to look at it later has an idea how the hell it works, thus making it less unreasonable to change.

Edit: it's kinda the cynic in me talking. :p I suppose the main reason older stuff is so ingrained is because it was all developed when the game was only on the PS2 and the PC version is a straight up port with no real consideration given to PC systems.

Jackstin
12-28-2012, 08:57 PM
For me what I would love is for travel to become simpler. Maybe have Warps, Teleports, Chocobos and airships as you are first introduced into the game, and then at a later point a single unified system that teleports you to all the locations currently dealt with by Abyssea, Voidwatch, and SoA NPCs. It would be good if this was done at obvious landmarks such as Home Crystals, and maybe instead of having an array of currencies it could be done by gil.

I personally think that this would be very difficult for the Dev team to do. But it would make the whole system more intuitive.

Alhanelem
12-30-2012, 01:49 AM
Maybe have Warps, Teleports, Chocobos and airships as you are first introduced into the game, and then at a later point a single unified system that teleports you to all the locations currently dealt with by Abyssea, Voidwatch, and SoA NPCs.I don't agree with this. There's no reason to create elaborate, expansive environments if people are only ever going to see a 50' radius around wherever the teleport guy is. You may as well just put a teleport in the mog house. That way you can access all content from a single spot, and all those ugly NPCs won't be needed anymore. I don't want to just pick content from a menu. I want the world experience. If we're going to reduce the game to one centralized spot for everything, it would not be pleasant- it's worse than what we have now. And just think of how bad the lag would be. We have a mass of people around 2 NPCs for just one activity in the game. Imagine if those NPCs were in charge of teleporting you to all content in the game. It would be 100 times worse.

Krashport
12-30-2012, 03:04 AM
We have a mass of people around 2 NPCs for just one activity in the game. Imagine if those NPCs were in charge of teleporting you to all content in the game. It would be 100 times worse.

Port Jeuno anyone!? lol

edit; SE should just give us the dang option to set /yell on or off from anywhere w/in the game.... Would stop a lot from standing around waiting on /shouts that don't have access to the web while playing the game.

Jackstin
12-30-2012, 08:45 AM
No, that's fair enough. A simplified teleport system would encourage people to just hang around in one spot, which wouldn't be good for the game.

With regards to Warp, this wouldn't be an issue though would it? It's just a case of going home, more easily.

Alhanelem
12-30-2012, 09:50 AM
No, that's fair enough. A simplified teleport system would encourage people to just hang around in one spot, which wouldn't be good for the game.

With regards to Warp, this wouldn't be an issue though would it? It's just a case of going home, more easily.
If everyone were to have warp without any limitation or effort, it would be abuseable to get out of any bad situation at any time. it would either need a drastically longer recast or a long cooldown. Everyone has a homecoming stone in WoW, but when I last played the game, it had like a 20-30 minute recast to prevent abuse. They originally wanted the spells to be features of those particular jobs to make them more attractive. that's not so important now, but IMNSHO, warp scrolls, cudgels, and other warps collectively provide plenty easy means of returning home and therefore no changes need to be made. Warp cudgels have an effect on the game economy and i don't think they should be obsoleted.

Caketime
12-30-2012, 10:44 AM
Warp cudgels would still serve the niche purpose of being a blunt instrument to proc with if Warp were given to other jobs. I'd rather just see stackable scrolls.

Alhanelem
12-30-2012, 11:57 AM
Warp cudgels would still serve the niche purpose of being a blunt instrument to proc with if Warp were given to other jobs. I'd rather just see stackable scrolls.
First sentence is the silliest thing ive ever heard. second sentence I don't dispute.

Jackstin
12-30-2012, 08:06 PM
If everyone were to have warp without any limitation or effort, it would be abuseable to get out of any bad situation at any time.

Everyone does have warp without limitation or effort, unless you consider 10 conquest points and a trip to you're nearest Conquest Overseer a limitation worth noting. Why would giving a spell suddenly make it abused?

The only thing it would do would be to make the whole thing more user-friendly, which is a positive thing. Now I agree that there are more important things the development team could be spending their time on, but academically it would be an improvement. If the team want to entice new players, then making the game more user friendly and less wiki-reliant is something they should be doing.

Alhanelem
12-31-2012, 03:06 AM
Everyone does have warp without limitation or effort, unless you consider 10 conquest points and a trip to you're nearest Conquest Overseer a limitation worth noting. Why would giving a spell suddenly make it abused?Except, you can only have one of them at a time, and the item has a fairly long use time. Multiple-use warp items have a long cooldown. It's balanced. If you need the spell, go BLM or sub BLM.

As I wrote in my first post here, there is no excuse to not have a means handy to warp home. We don't need to give everyone the spell to solve this nonexistent problem.

Jackstin
12-31-2012, 09:05 AM
Except, you can only have one of them at a time, and the item has a fairly long use time. Multiple-use warp items have a long cooldown. It's balanced. If you need the spell, go BLM or sub BLM.

As I wrote in my first post here, there is no excuse to not have a means handy to warp home. We don't need to give everyone the spell to solve this nonexistent problem.

Except you yourself advocate stackable warp scrolls. If there's no inconvenience why are you advocating this? Surely giving everyone a warp ability is a more efficient version of what you are proposing. Better yet, it is intuitive! Ideal for new players. Is your only argument really casting time? I think you can guess what the answer to that would be.

I know you think there's not a problem but you're an old hand. Of course you know all the ins and outs. You know I spoke to somebody yesterday who's been playing for years and didn't know you can warp TO an outpost? This game is crap at explaining stuff. For something as fundamental as travel it is always going to be a good thing to make things as user friendly as possible.

Alhanelem
12-31-2012, 10:11 AM
Except you yourself advocate stackable warp scrolls.Because it would literally be a one number change and it would end the whining. I don't think anything needs to be done at all, but I wouldn't fight such a change if they actually chose to implement it.


Surely giving everyone a warp ability is a more efficient version of what you are proposing.Not more efficient, and many, many times more work for the developers. I would much, much, much rather them invest their time in a new ability that makes my jobs suck less than a new ability that is a carbon copy of an already easily-accessible effect.

Llana_Virren
12-31-2012, 10:13 AM
Except you yourself advocate stackable warp scrolls. If there's no inconvenience why are you advocating this? Surely giving everyone a warp ability is a more efficient version of what you are proposing.

Everyone does have a warp ability; Warp Cudgel, Scroll of Instant Warp, or Warp/Warp II if BLM, /blm, or in party with BLM or /blm.

Stacking Instant Scrolls would be nice because it would mean you could carry more than just one per use, however that doesn't mean that everyone should just be able to cast Warp willy nilly. Despite its own unique "universe", FFXI is a Final Fantasy game... few jobs aside from BLM have had access to a Warp spell, and aside from FFXI very few times did you use "magic" (as opposed to an item) to quickly transport from one side of the world to another.

The argument is that there is no "logical reason" to give other jobs Warp. Cooldowns on useable items, countdowns until new Instant Scrolls can be reacquired, et cetera are not so inconvenient as to justify taking a traditionally BLM-only spell and sharing it with other jobs.

Alerith
01-02-2013, 02:52 PM
...

Why?
You say for more situational uses...but what situation is there that the methods Alhanelem described don't work?

There may be no good reason NOT to make this change, but there certainly isn't a good one in favor of it's implementation either. Ergo, it's a useless distraction to the dev team.

Lokithor
01-02-2013, 09:30 PM
Having warp scrolls stack would be nice. I expect that it would result in more instances of being out in the field without having a warp home, though. As it is now, the first thing you do after warp is buy another scroll. If they stacked, you would forget to check your supply. As for having the Warp spells accessible to other jobs, I see no reason. I hate this trend to homogenization by giving what once was exclusive skills to other jobs.

Jackstin
01-02-2013, 09:48 PM
Because it would literally be a one number change and it would end the whining. I don't think anything needs to be done at all, but I wouldn't fight such a change if they actually chose to implement it.

Not more efficient, and many, many times more work for the developers. I would much, much, much rather them invest their time in a new ability that makes my jobs suck less than a new ability that is a carbon copy of an already easily-accessible effect.


Now I agree that there are more important things the development team could be spending their time on, but academically it would be an improvement.

Seriously? Why did you bother arguing if your only reasonable argument is what I've said from the beginning?

Alhanelem
01-03-2013, 05:09 AM
Seriously? Why did you bother arguing if your only reasonable argument is what I've said from the beginning?
because it's a perfectly valid argument, and you can't refute it with "I wont accept that argument." Denying something doesn't make it less true.

I don't really care if it takes 5 minutes of one engineer's time- that's 5 minutes that could still be better spent on almost anything else.

Windblade
01-04-2013, 05:34 PM
What would be even more useful is being able to have the ability to have a warp scroll, warp cudgel, or the warp spell either send you to your home nation (at the outpost-warp NPC) or to some a home point crystal you've set. That would mean that when using a scroll, cudgel, or the spell, you'd then have to select whether you want to warp home or to a crystal. Also, having a home-point crystal at each outpost would be a nice addition, as well as chocobo rentals. It seems odd to have a building and NPCs at outposts, but no chocobo rentals.

Sunrider
01-04-2013, 11:24 PM
I hate this trend to homogenization by giving what once was exclusive skills to other jobs.If BLM were defined by it's Warp and Escape spells, I'd agree. But sharing minor utility spells isn't what threatens diversity.


Sharing Warp with RDM and DRK; Warp 2 Retrace and Escape with DRK and SCH, threatens nothing.

Hell, share Teleport- and Recall- with SCH and PLD. It may even open up subjob flexibility, if just slightly.



And for those non-magical classes (or players that have no intention of ever leveling a magical class), stackable warp scrolls, drastically reduced timers on rings and cudgels, which are concepts overdue for review anyways.

Siiri
01-06-2013, 08:06 AM
I am so sick of scholar taking every other jobs spells. Probably an irrational thought by me but can't help it.

Khajit
01-06-2013, 09:52 AM
Off the top of my head we have teleport rings, recall rings, warp scroll, retrace scrolls, a warp earring for every city, book warps, outposts, Halloween staff, Oldumn/Tavnazian rings and the ever popular death warps available to use at any time if you happen to need a way out of the zone you are in. That means every person has easily available at least 20 separate ways to get back to a town without even using the warp and warp2 spells.
I'm severely disappointed in anyone who thinks getting back to a town is HARD.