I havent even bought jewlery 'cause i dont want to repair like 20 things, y'all wear too much bling.
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I havent even bought jewlery 'cause i dont want to repair like 20 things, y'all wear too much bling.
I'm on the fence...
I agree that it makes me a little twitchy to see empty slots when I check my gear, and would love to be able to bling it ALL out!
But on the other hand, if I could that would be like 6 or 7 more things that would eat up my "carried" inventory space :(
I hope they make a separate inventory for gear, atm I carry around 60+ pieces of gear and equipment for my different classes as when I do leve's I have marks for them on lot's of different classes, as well as that there is crafting gear for repairs and don't forget repair mats. It all add's up and being able to have a separate space for gear would solve most of that.
Yes please! I've totally forgotten about this worrying about bigger things, but it does seem like an easy fix, and something everyone would appreciate.
Agreed, its frustrating to have empty slots that could actually be used for something. As a conjurer, it would be nice to be able to utilize all the slots to increase stats. At least increase the number as your level goes up.
Square Enix, do something about this please~!
As a Lancer who has solo'd most of my way through the game so far i would love to be able to use my earrings for evasion, my necklace for attack, my armlets for HP, and my rings for ACC/STR all at the same time, it kills me trying to pick a proper combo with only 12/12 and everything taking up 2-4 points
Quest to unlock
or
Level to unlock
Either would make me happy.
true story, it should go up with us as we lv up
we should all look like Mr T at max rank
I now realize FFXIV will never get a mohawk grenade personally endorsed by Mr.T. :(
The only reason I can think of why SE didn't want people to equip 4 rings and 2 earrings is that they just didn't want every character walking around with 4-rings and 2-earrings. This is a lame excuse however, especially since many people will be wearing helmets and gloves.
to me i completely agree with increasing, but the slots you can have should either be based on phy level, class rank, or quests to increase the amount. i hate having the same room at lvl 1 that i have at 50.
I quite like it, with a few tweaks to the costs of the jewelry themselves it would be perfect.
As usual, remove remove remove. Never fix. No you shouldn't be wearing 4 rings, 2 bracelets, 2 earrings, and a necklace.
I think I can take a guess at why slots are limited.
Every piece of jewelly has a model in the game, visible on both your own character and other peoples. Uncapping the number of pieces you can wear would increase client load, particularly in crowded places.
But I do think the high tier rings need to be turned down from 4 slots, unless perhaps there was some relationship between the slot cost and the complexity of the model. Which could make sense. High end gear may well have more detailed models, but I can't check that out right now, for obvious reasons.
i can assure you it has nothing to do with PC performance.
Yea i have had a beef with the slot costs since the games launch, just get rid of it already. Wearing rank 48 Electrum Ring shouldnt give me 1 less acc than rank 28 silver rings which is exactly how it works out if you use all your slot cost for rings.
I also wouldn't mind seeing it removed. But we shouldn't talk so poorly about a relatively common feature of a game. There are similar systems like this is most RPGs in one way or another. I trust the developer's decisions for the most part. It wasn't the entire team that decided to release the game too early, giving us some false justification to bash most of their ideas. It was probably the decision of a very small handful of people. If they had waited another 1.5 years to release the game, and it was close to perfect, this topic (along with most) probably wouldn't exist. Let's let them develop their own game.
I can't believe this thread is still going.
6 point slot maximum, items cost 1 point slot cost more. That's how it should be. What's wrong with you people?
Remove it please. I am OCD with wanting to have all my equipment slots full and I can't. Drives me nuts.
The only games times I can think of where games use slot cost is when the inventory is a grid, and certain items are bigger and take up more space in the inventory. However, size of the item is almost never taken into consideration when equipping that item. - think Diablo 2 inventory, or Resident Evil.
instead, tanaka implements a number crunching system where we have to use algebra to figure out what is the most efficient combination of accessories. We can no longer just look at stats of two items and take the one that has better stats. now we have to solve for X....
I have to agree with this thread. I understand the Slot cost forces us to think about our accessories a bit more, but the number of slots really should scale with Rank. The higher rank accessories have higher costs and that's fine, so long as we have more than 12 to fill at R50.
As others have said, I get more benefit out of using more lower rank accessories rather than fewer higher rank ones.
As we gain higher ranks, we should be using more gear, not less...
yes, please ^^ remove slot cost, please ^^
I'm pretty sure they aren't too concerned about extra slots making the framerate worse. If this was the case, they would not have given us the option to have retainers wear the gear we make them sell for fear of the frame rates and load times of the wards being poor.
I think you're right. I would have opted for close to NO customization of retainers in wards if it meant they would have loaded faster. Now that you can put a star above their head though, I actually appreciate the fact that you can have them wear your gear.
But before, when we had to manually search them... yeesh... I wish they would have just been names with no bodies.
I believe they lowered the number of NPCs rendered in wards to primarily improve menu performance. The inclusion of item display most likely factored in here also, as the weapons and armor have larger poly counts than accessories.
Accessories can't have a huge poly count, they're small items...so the impact on performance should be negligible.
I don't know, a gemstone choker has got to be pretty close up there to a simple wooden shield or a dagger.
edit: rather than double post:
Also, when you consider the point where accessories were added (alpha 3? can't remember), client performance was nothing like it is now. So perhaps the impact would probably have been more significant then.
But another factor (one where size doesn't matter ;) ) is that every attack you make, every time you are attacked, the server will have to load a longer list of equiped items, calculate player stat total based on current durability (if it wasn't for durability, player stats could probably be cached at equip time) and update durability on more items. Even a 10-20% increase in calculations might be quite significant, particularly at places like say Broken Water, where you might have 3-4 15 man leve groups, a behest, people grinding, people crafting, all in a pretty small radius. Already had quite a few zone crashes there, so if accessories are being capped for performance reasons I have no complaint whatsoever.
But I would hope in the future the situation will change and we can have uncapped accessories.
It depends, if the detail is mostly a skin, then it could have a very low poly count. I'm betting it's mostly a skin, very little articulation on the gemstones themselves. Where's a FFXIV viewer when you need one...
Best I can find, basic earring from ffxivpro.
http://www.ffxivpro.com/screenshots/1163
But that's not one of the worst ones, it has relatively few curved edges.
The metal Choker series strike me as probably the worst of the accessories to render. Thumbnail doesn't really do it justice, but I can't find a screenie, but I remember looking zooming in and looking at the model for this on my char, and thinking at the time how much detail and effort went into the modelling:
http://static.ffxiah.com/images/ffxiv/icon/64/61035.jpg
It's hard to tell how many polys went into the choker, but definitely more than the earring. That earring is very low poly.
Most details of an object comes from the skin however. There's quite a bit of credit to be given to a properly shaded skin. There's also opacity mapping which can make a portion of one poly invisible to rendering, so it appears to have a greater geometry.
I think at this point, it's best to say we don't have enough information to go off of.
I'd like to hear the legitimate reason why there is slot cost in this game.... A lvl 50 is going to have like +2 more overall strength than a rank 25 due to slot-cost
I think maybe its there to provide a choice between wearing earrings or finger rings and a choker maybe.
I dont even know.
This is a very important issue that needs to be brought to attention.