this thread is now about dickfoot
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this thread is now about dickfoot
Oh gosh, I read that comic strip last night and it was so sad!! :(
For those interested:
http://imgur.com/a/JAiC6#0
LOL omg that is awesome. My new cell phone wallpaper. dickfoot
RIP dickfoot, 1572-1575
never forget
I'm still personally against the BoU system because it is personally inconvenient to me, but that doesn't mean it can't be good for the game. You raise a lot of good points, particularly the concept of exponential increase in combat/crafting/gathering difficulty, making corresponding gear upgrades relevant before cap. If the issues you mention here are remedied in 2.0, I'll be much more supportive of the BoU system as a whole.
For now, I'll lament the inability to do secondary (and beyond) melds on friends' used gear and the inability to give away multi meld hand me downs (without rolling the dice a number of times before I can make that friend the new piece instead of the used item I was planning on giving them), but I feel that these are also systems that could be fixed with the more flexible server structure and other big changes we're expecting.
I'm still not about to cheer BoU on, but I'm willing to get used to it if the problems surrounding it are fixed.
Why do so many people keep indicating this is going to be the case in ARR and focusing on it like it's the end of the world just because the meld request system was limited in 1.x? Did I miss a memo? I mean, yeah, it's possible they go this route because it would keep the materia turnover rate even higher (helping create more constant demand) and if useful materia are more plentiful then all the more reason for SE to take this route (in pursuit of a less spikey [cheaper] and more consistent circulation of assets in the overall market), but it could also be extremely frustrating for players without appropriate crafting classes leveled who would then feel forced to spend days leveling their own crafts that they didn't care about to begin with. I think this is a molehill being made into a mountain, but I guess we'll see.
If you read the end of that paragraph, you should have also seen I said "but I feel that these are also systems that could be fixed with the more flexible server structure and other big changes we're expecting." I'm not saying that just because something was an issue in 1.xx that it will automatically be an issue in 2.0. I do however think that, until it has been stated as a planned change in the future, it should not be assumed that it will be any different either. Assumptions get us and SE into big trouble.
We have to wait and see and deal with what information we can get when we get it. From the information we have, we know that BoU is planned but we don't know that extended melding requests are planned (unless I've missed that somewhere but I don't think so) so I can really only work with weaving the BoU news into my old melding request information (again, until we receive new information).
There's no need to jump on me for it and no mountain was made. I expressed personal opinions on what little information has been given and I believe that entire post was perfectly reasonable. I personally don't like BoU but I'm willing to accept it, more so if they fix the problems around it as were previously listed. What is wrong with that?
Sheesh, people are so eager to call everything a huge deal when it's just a personal opinion, which we all have the right to have and share...
I am on record saying I am not for item binding. I get why its needed and I see why so many ppl are for it.
I may not like it but I think it SHOULD be in the game, however I also think it needs to be implemented in a way that doesn't drive all prices down and make most of the gear that you buy worthless.
what I think they should do is have item binding tied to gear rarity. (we are allready getting gear scores so this should be really easy to implement) if a piece of gear scores above a set score based on gear lvl that piece should bind on use, if it falls under that score it never binds. Say if a rank 50 item has an average double meld its still tradable, if it has a perfect tier 4 double it binds (these should be common with materia changes) if it has any triple it binds. none rare ex dungeon and NM drops bind on use. crafted things don't bind unless they are HQ (or possibly 100% HQ stuff like the vanya(sp) stuff) and items that needed to be crafted with NM items dodore doublet.
This will make it so all the high end items that never get removed from the economy with out a binding system will get removed. and also make it so that players are still happy to buy new gear when ever there is some available with out feeling like they are throwing money away. ppl can still give old doubles to friends when they make a triple, as long as it wasn't to good.
I plan on mentioning this in beta depending on how the system is implemented and I was hoping to get feedback from you guys. are you for this or against it? am I missing something about bound gear that makes this idea not work?