No, they gave Tataru lore (with a fair bit of credibility) that she's been mining for awhile and she just ordered a new hammer and starts the whole fiasco. This gets explained over DOZENS of lines in the quest. I emphasize dozens because this is the type of information required for lore reasons for these random NPC's in the beginning of every instance.Quote:
Especially when we have proof that, people like Tataru, who knew nothing of mining, could just put on an outfit and go mining in Mor Dhona.
http://ffxiv.gamerescape.com/wiki/Picking_up_the_Sledge
There's 43 dungeons alone (33 Trials, 25 raids if you were curious [again OP and others in this thread are asking for EVERY instance]). So you're saying each NPC (That needs unique dialogue to create his presence in these menacing dungeons) Can explain all that in 1.5 "lines"? No........Quote:
At most, it would need, what, 50, maybe 60 lines? And even then,
I WOULD rather have the choice, the choice of LEVELING a crafter for the PERK.Quote:
Wouldn't you rather have the choice, than no choice at all?
It is not faulty reasoning OR coming up short as a failsafe. You just don't agree. That does not make it faulty nor coming up short. This entire thread is pure opinion from both sides. Conversely, I see it as sound reasoning and being a full fledged failsafe. (google define fail-safe: a system or plan that comes into operation in the event of something going wrong or that is there to prevent such an occurrence.) The system/plan is to level a crafter in the event of something going wrong (gear break).Quote:
Except it's only a failsafe if you level those jobs. If you never level them, then there is no failsafe. This is why that is such a faulty reasoning - suggesting that the failsafe exists for those who do not currently* have it, means it is coming up short as a failsafe.
And surprise the game does not FORCE them to do anything. They can repair from ANY of the various towns they are probably standing in at that exact moment. They CHOSE not to repair. As others have hyperboled in the thread, you can just keep taking this request further and further as a "failsafe''. I need access to my retainers in dungeon, as a failsafe. I need access to the Market Board in dungeon, as a failsafe. There is your only full proof failsafe. Every instance needs access to the MB/Retainer/Repair NPC/Vendor NPC (Can't forget those guys who have their entire inventory full [people posted the first week of patch about missing the Fenrir pup drop from PvP since their inventory was full). You called it a slippery slope fallacy, and well its a slippery slope but not a fallacy in this context. Their IS a failsafe, you think its insufficient so you want an ADDITIONAL failsafe. Your argument is that it hurts no one. Access to the MB in every dungeon hurts no one either. Access to your retainers in every dungeon doesn't hurt anyone either. Etc. Etc. It is a REAL slippery slope and not a fallacy.Quote:
in a game that says you can CHOOSE to do everything, should not be forcing you to do everything for basic quality of life changes.
1) The programming is almost a copy/pasta from melding. As you mention it also existed from 1.0 which means they DO have the code already (100% its backed up somewhere) they just have to find it.Quote:
Now, let's compare this to your suggestion, and see why it is a bad idea:
2) No trading needs to be done, why don't you understand this.
3) No gil exchange needs to be done, why don't you understand this.
4) Your marginalizing an already marginal issue.
1) NPC's already exist, yes but don't forget you have to give them unique lines, backstory and program the functions on to them and then make sure its not programming it onto their character model OUTSIDE of the instance either, heck this means making a duplicate NPC model and attaching the repair menu to it.Quote:
Let me give you a few examples of why I, personally, feel adding NPC's is easier.
2) No argument there, but the programming also exists for the other option.
3) Yes again, the programming exists for both options.
And as far as I'm concerned the exact opposite is true. The programming already exists for both, one just requires 0 ret con or lore re writes or additional models being loaded into dungeons.Quote:
As far as I am concerned, it is FAR EASIER to add NPC's and a line of dialogue, or just straight up copy-pasting NPC's from the dungeon's very entrance than it is to create a whole new system within the game to give you what you want.
They also don't get the benefit of your additional failsafe if they don't have enough gil on them when they queue in. TBH its probably equally likely for both scenarios.Quote:
Except they DON'T Get that benefit if the crafter isn't there,
OPTION which is not a payment. Simply disable that option. Its practically changing a 1 to a 0 in code in complexity.Quote:
What? Yes there is. The whole "Request Meld" system in the game involves having the OPTION of adding payment via the Meld interface, and true to form - some people expect "Tips" for their work. There are also people who do it for free, but it does not change that the Melding system (Whcih is our parallel in this case) inherantly has that feature built in, and it should be expected that the feature would be added to a Reapir rquest system as well.
Hah, we both ended up doing the same thing and even the same definition. However...Quote:
It is NOT a failsafe, because by the very definition of the word failsafe
That's not what pre-emptive means at all. Repairing above 100%, is pre-emptive. Leveling a crafter or carrying dark matter is not.Quote:
Rather, your system falls more accurately and more succinctly into the definition of a pre-emptive measure
For "intial" yes. That's less than 1/2 of ARR + HW's lifespan.Quote:
Even without these listed items, Crafted accessories are still the only way for non-tank classes to raise their Vitality without sacrificing a primary stat, so it still had its use for initial progression raiding.
The whole reason I'm mentioning this is because this applies to both scenarios. Everything you said for a crafter making millions applies to battle classes as well. No effort, no profit. This point you're trying to make literally cancels itself out.Quote:
A crafter requires an investment, but if you're willing to apply effort after the investment,
No, this thread has come up a few times in the past. But the scarcity of it shows general lack of care by the public. This topic has less followers than the "Give Roegadyn chest hair" club and a metric ton less than the "Give Miqo'te their booty back" club.Quote:
To argue Majority from either of us would be flawed.
That's exactly what 0% effectiveness means. Its broke to the point of unusability until someone fixes it, just like the stuff that we have to spend 5 quest chains on, or several patches worth to fix.Quote:
At 0%, it breaks in such a way that it becomes useless, but can be repaired. This can be something as simple as the straps being broken, to the armor having been cleaved in two and needs to be welded back together. In the end, it doesn't matter - what matters is, "I can't use this shield" because it can't be held to block anymore.
The fact that our armor is fully effective until 0% suggets to me that we at 0% are not reaching the same dilapidated state of the very stuff you suggest is being fixed in the world at large.
