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Originally Posted by
Thunda_Cat_SMASH
I approve of this idea. I don't recognize him, but seems like one of the best ideas this threads come up with!
He's an FFXI reference.
http://ffxiclopedia.wikia.com/wiki/Maat
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First of all, the quest chain to make the relic was literally creating a brand new relic. That is a poor example.
I wasn't referring to relics. I was referring to 5 quest chains to fix an airship part, wagon wheel, etc.
Yes necessarily. Just because you feel differently doesn't make it less true. There was a LOT of front loaded effort for crafters to have specs high enough to craft the new items. Likewise there is a lot of effort involved for battle classes to organize enough to farm/carry for aforementioned gils.
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More like close to 1/2 or 3/4th. Crafted gear for BiS remains relevant for the entire content patch.
Wrong entirely. You've made a fatal error and your bias is showing.
The current crafted item patch landed 2/22 and the next patch people are giving around 3/29. That'll put the crafts as "useful" (only a few are BiS to begin with) for 1 month, 1 week of 10 months possible. That will literally be 10% (1/10th).
Wootz Gear dropped Patch 2.4 10/28/14.
Platinum accessories were 2.5 1/20/15.
FCoB dropped patch 2.4.
SCoB dropped 2.2.
BCoB was 2.0.
Very rarely were they BiS and even if they were, it was for 2-3 months at the longest. The game has been running 8/27/13-3/23/16. 29 months. You're looking at crafted gear BiS for 5-7 months tops. That's 17% - 24% of the game's lifespan. That's as low as 1/6 to as high as 1/4. NOWHERE near
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More like close to 1/2 or 3/4th.
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Man that'd be like... the worst possible situation, but I can't deny it'd happen to someone, sooner or later
This is why it is NOT a slippery slope fallacy. You're arguing to protect EVERYONE. As mentioned (and you just dismiss) this is why the would have to add retainers to dungeons as well.
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Neither require a retcon of lore.
There is already lore involved that show they are not crafters/repair smiths with the ability to fix your broke gear on the fly. So yes, yours requires a retcon of lore.
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2)You have no proof that the programming exists 'for both options',
Completely wrong. It exists in 1.0. As has been stated time and time again.
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1) I do not think the programming is going to be a straight copy-pasta for the differences of melding a single piece of gear at percentage chances vs. repairing a gear with varying degrees of percentages and various potential grades of materia. No, the system does not, currently, in FFXIV exist, and to say "It'd be easy" without any way to substantiate it is completely personal opinion. Accept that it would take more work, however, than something that IS Available in the game.
2-3) Again, the model of the idea is following behind the model of Materia Melding. If Square puts in a Request system for Repair, it is likely to have a system that enables someone to include a 'tip' for the work. It is an exchange between players, is what oyu need to understand. This means that it could be used in a way to move gil. Why do you not understand this?
1)NPC repair smiths are NOT available in dungeons currently. That means it is NOT available in the game and will take JUST AS MUCH if not MORE work than the proposed counter argument.
2) Since this would be a cross server functionality and SE doesn't want gil moved like that, they would disable it because its a simple fix since right now its an OPTION and not a requirement. Stop trying to argue it would move gil.
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There is nothing you need a MarketBoard for, a Vendor NPC (Food is optional, gear is on-hand, and crafting mats shouldn't be mid-dungoun or else it'll wind up like Diadem.)
Food/repairs/inventory management. Covered all your arguments. Done. You're wrong. Just, flat out not an opinion this time.
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Why would someone ask for a MB in a dungoun?
MB and retainers were already covered in the above posts as well as this post. Access to gil for your NPC repairs, access to food for buffs/exp. It is NOT a fallacy in this case but IS still a slippery slope.
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No, it is very faulty. It assumes everyone has leveled the job, thus that the failsafe is available to all.
The failsafe IS available to all. They chose not to employ it. A Wise man said
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a common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Your failsafe requires a failsafe just as much as the counter argument. Repairing in dungeon is a CONVENIENCE not a NECESSITY. Right now the convenience is limited to crafters as a perk of the job.
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Yes, actually. A very fast, single, succinct line from an NPC would be more than enough to define their purpose for being there.
No it wouldn't. Brayflox has mountains of quest text that doesn't indicate one bit he can fix your gear. You can't just suddenly place him inside the instance with "Oh yeah, I can fix your gear too, kthxbye."
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How does that not come off as Retconning to you, but having an NPC say the same thing in a dungoun that was sent to help you to the entrance would?
It WAS a retcon and look how much info/space it took up! That was the point!
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more than the faulty logic a lot of other posters are using to say "It goes against lore", "It'd be a lot of work", "I'd rather have this other option" and "Level crafting."
More than the faulty logic of "It doesn't need lore", "its not a lot of work", "I'd rather have this option" and "too lazy or don't care enough to level crafting".
FTFY. Just because it is not YOUR logic doesn't make it faulty. They both have equal validity, hence why this topic has so many nay-sayers in addition to yay-sayers.