Not quite sure how I feel about this. I don't like how this will kill recycling my gear but it is good news for crafters to make more money (hopefully).
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Not quite sure how I feel about this. I don't like how this will kill recycling my gear but it is good news for crafters to make more money (hopefully).
in 1.0 gear sets would go 5,10,15,25(Rare/ex),35(Rare/Ex),42,50. there was a giant gap where no gear needed to be purchased at all, that itself wasn't so bad until they did the major gear mat changes and stuff. the real issue was and still is too much gear is just being handed out.
It's an aspect of the game I don't like, but not one that'll ruin the whole game for me. I don't even mind the binding so much as that they're using SOULBIND to manage it.
I realize that the idea is to remove money from circulation. This method will succeed, but it has many negative consequences. Soulbind will affect every single piece of gear, not just selected pieces, so it affects gear that, to be fair, SHOULD be sellable after use.
What do I mean?And some reasons that binding makes me sad in the first place...
- The materia system allows for ever-better pieces to be created. Bound, you cannot continually upgrade to these better pieces without losing. For the consumer, this creates a dilemma: while the triple-melded bow you see now is fantastic, you know that a better one could show up at any time. If you buy it now, you no longer have the assurance that if you find a better one, you can still buy it.
- The materia system creates one-of-a-kind pieces. If you replace a great piece with an insanely good one, that doesn't take away from the rarity of whatever you started with, but that piece is officially lost to the world. This makes rare melds even rarer.
- Rare drops/crafts. Before I start, I know that most rare drops will be untradeable. Nonetheless, some pieces are so rare that even IF they are sellable after wear, there should never be a surplus--HQ crafts, for example, or rare drops from timed open world HNMs (e.g. Herald's Gaiters). This will make these pieces even harder to acquire, but I admit my bigger fear is that SE intends to completely do away with such impossible-to-get pieces.
- There will be no more, "Well, I'll buy XXX to use until someone sells a YYY."
- A linkshell can no longer keep a bank of items for members to use.
- You can no longer lend your friend gear for hard battles. In XI, I lent a lot of my gear to people who were facing Maat for their first time.
- You are unable to "try" new equipment. If you are unsure which of two weapons will be better, there is no more "test it out," as you are stuck with whichever you try first.
Just some thoughts.
The binding will make it more likely that crafters will be able to continue to make profit from low level crafting. When an item becomes bound it makes it so that item cannot be sold or traded, decreasing the amount of items in circulation. This makes it necessary for crafters to continue making low level gear. The real competition will be the ease of crafting in the game. Since crafting is so simple and doesn't require farming or hassles with inventory space most people will have multiple crafts at level 10-20 fairly quickly. That is going to be what impacts the low level market the most.
There is good arguments on both sides, and since i haven't played a many MMOs i can't coment on if this is good or bad so i'll just coment on what i read.
I see some saying that crafting will become useles, and i have to agree there, though it'll depend on how good the dungeon, rare/ex, droped gear is. Anyone that plays XI today will tell you that crafring has become useless to the point that farming for mats has become pointless.
Now in XIV 1.0 there were slots that you had to fill them with crafted gear, cause the rare/ex wasn't very good. E.G if you were a THM/BLM you were better of with a crafted/melded head piece than anything else, same was for the legs, there was no good leg piece (except for DL?). If that continues, there might be a spot for crafters, but let me put a situation.
Lets say i don't like to craft, i just like to fight. As it's been stablisshed, we'll be doing a lot of quests to lvl. So we'll have more gear that we can use, no point for crafters there. I got to lvl 50 i got my AF (that for most ppl will be enough for endgame), so no room for crafters there. I got a little money i deside to spend on a melded gear, double meld will be easy to get so there'll be cheap, so i get a triple meld. I'm happy with it and i do some endgame. Some times passes and my triple meld is starting to get old, i'm wanting something with more power. I got the money so i wanna get a quad meld, but wait, there is a problem, what do i do with my triple meld? i can't resell it, i can't give it away to a friend (wich defeats the idea that Yoshi-P had by giving us PLing, to help a friend get tough to play at the same lvl), i can't even pass it to a character in my own account. All i can do i sell it to NPC for set price by SE(a price that does not reflect the value of the item) or i can turn it into materia (a Materia that would be a the very best 1/2 of the value of the materias in it, not to mention the tries it took to make). Now i'll wonder if it is worth it? or my the next time i wanna buy something if it's woth pay X amount for something that i'm gonna get X/10 to 30 or more. That will end up lowering the price of everything crafter/melded because ppl won't be buying that much.
Now crafter's only source of real income will be expendables (Stalone, Schwarzenegger, Jet Lee, ETC), but wait, there's no more arrows, there'll be no bullets, there will be no thrown weapons. Only food and pots, so yay for alchemists and cooks, the rest will make do.
Now the other thing i see is that SE is sending mixed messages with this. In 1 side we have items that once used in battle/craft/gather won't be able to be traded/sold in AH. And on the other we have the Free Companies that will have a commun storage for players put and take out items. So if i take something from the FC's storage is mine for ever? IDK how will this work. This will be a great tool for an ass to grab items that were ment for everyone and steal them or make a simple mistake and screw someone else who might need said item.
And i see ppl saying "we need to destroy items" and where up to some extend this is true, this is bound in the premiss that no new players will come in and old players go. There will always be recicle of players, old players that leave and don't get rid of their things in case they wanna come back, and there'll be always new players looking for gear.
For the destruction of items, i propose 2 Ideas
1) In the real world when you buy something used, you know it's used, and for that you pay less than the same thing new. So i say, put a counter on the pieces, so every time you sell/trade it, it goes down and when it gets to 0 it turns into a Materia. you also have the option to make it into a materia before of cource. the higher the number the more it'll cost, but you'll still have a chance to resell it or give it away when you are done with it, but you'll be more causious to lend it though.
2) As someone said back there about a pirate game that has perma-break of gear. That but you are able to sell it, lend, and give it away. the perma-break bar would have to be quite long but it'll eventually take all the gears out of the game.
That's what i think on the matter, and as a final word i'd like to ask anyone who knows of examples of games where they have this binding gear thing and have a succesfull market for crafter gear and related items (ingredients for said gears) and if you are againt it, provide some examples where the market isn't successfull.
P.S: Sorry for the wall of text XD
To me it sounds like other MMOs implemented it as a bandaid for failing economies because they couldn't think of a better way of taking items out of the game. (Or simply copying WoW) Just because something is common doesn't mean it's the best system.
Imagine in real life if you spent £10000 on a brand new car and two years later you wanted a better one and had to throw that car on the scrap heap because you can't re-sell it. You would think twice before burning £10k in future. The same will happen in the game, people won't be willing to pay what items are worth when there is no re-sale value.
Where BoE can be good is mass produced tripe that isn't worth much to begin with, but that's why materia was implemented. Gear is already flowing out of the economy via materia, all BoE will do is put people off buying melded equipment. Self-sufficiency is looking like the way forward.
When supply is a lot higher than demand for the items people want.
When there is no profit left in the majority of crafted items.
I'd say those are the two biggest factors. At the end of the day it all boils down to an over-supply of items in the economy, hence why MMO makers come up with methods to reduce the supply. Problem is there is only an over-supply at the low end. There's no over-supply at the high end (triple melds) so fixing the low end with BoE hurts the high end. Materia creation solves that problem, people destroy their cheap crap and there's a market for the high end stuff. If materia isn't taking enough items out of the supply chain then the system needs tweaking. Make spiritbonding faster.
As a crafter I like to make the high end stuff and sell for nice profit. But with BoE I fear no one will want to buy it. I sure as hell wouldn't pay top gil for a triple melded weapon until I get my relic, I'd make do with a cheap double meld or even a single. If I could sell that triple meld back for a small loss then it's a worthy investment. So what happens to the triple melds then? The prices fall until people are willing to lose that much money on the item, which may well be below the cost of producing it. Once the crafter learns this they will stop producing triple melds for anyone but themselves. It was already hard enough to sell double melded equipment in 1.0 for a profit, I had items sat on my retainer for most of 2012 before I finally decided to hell with it and blew them up by attempting triples.
There are several items I dislike about this change.
Firstly, when I decide to play a new class, I buy new gear every few levels to continue to be useful in a party. By the time I get to the highest level, I usually accumulate over 40 pieces of gear which I may never use again. Previously I was able to sell it all back, but now, with this change, reduced space, and inability to move items to my secondary characters, I could be forced to throw items away. You can argue that they could be broken up into materia and sold, but realistically, low level materia was already inexpensive to start with, and now I fear lesser number of players would even consider upgrading something that will be discarded.
Secondly, there were good reasons to be able to trade gear in FFXI and FFXIV. I used to loan gear to good friends during long absences. I was able to quickly trade that one piece of gear in an instance to a party member so we can get that extra sliver of a chance for success. I could give my gear to a friend that claimed they could do better playing my class, and this was a good way to shut them up lol.
Final Fantasy is the only game I know that allows players to trade or sell back some used gear. It is changes like this that scare me into thinking that my favorite online game is moving in a direction of a lot of cookie cutter MMOs coming out in the last 10 years.
As far as crafting goes, I never had trouble being fairly compensated for making items in FFXI or FFIV, even when compared to other MMOs like Aion or SWTOR. I don’t think this change will affect crafting as much as some people believe.
Since this is my first time posting, it is only appropriate to praise development team for the good job done so far. From what I have seen, the game is 180 degrees from what it was a couple of years back. You guys are the originators, so keep up the good work.
I hate gear binding. Will not agree with this idea what so ever... Depending on how drastic the changes are, It might change the way I look at this game for good.
I'm a dol and doh person and been thinking the only way that this is going to work is if they make it hard to kill the mobs to the point where you have to have to have to have to upgrade your gear every 5 lvs or so but other then that I don't see this helping anyone
Sample
so this is what we have the crafter makes some gloves some very good gloves they are sold for 200k well I'm lv 20 or 30 and I don't want to spend 200k on the gloves bc in 5 lv I wont need them anymore and I can't resell them so i'm short 200k thats what it looks like what we have now I don't see this helping anyone
Wait...so does this mean my bf and I cant share gear anymore? ...
I really hope not. We share quad melds and rare gear, etc...basically everything.
I dont mind bound gear, as long as every single piece of gear isnt that way heh
Oh...my :( thanks for the responses guys! that really sucks though! Why oh why are you doing this se ;;
I'll have to test this out in the beta...
JillyBean, I hope it is a perk also then...bleh, we share literally everything...
Since SE has made the decision to affect ALL gear with binding, may I suggest a system to un-bind select pieces?
An NPC could be created who accepts select high-level equipment marked RARE (though not untradeable) or with 3+ melds ONLY.
NPC: Yes, yes! The craftmanship of this [ITEM TYPE] is remarkable--it should be able to withstand being stripped of its bond to you.
NPC: Still, there's always a chance that it won't be able to ensure the change. Are you sure you'd like to try?
There is a <10% chance the gear will be stripped of its materia or destroyed.
That way, it's not so harsh on the rare equipment (equipment that was never at risk for flooding the market in the first place). The "select high level equipment" I was talking about would be a list made by the devs based on the supply:demand. Anything drop which is tradeable but nigh-impossible to obtain should be included.
It doesn't have to be necessarily difficult though that does play a part, it just has to take an extended amount of time to level. If you go from 1-25 in a single day their is no reason to go out and buy gear or from 25-32 or whatever it may be. You were lucky to get a few levels a day depending on how high you were in FFXI, this made people upgrade gear because it made their experience go faster. The more damage being done the faster you can chain mobs for some good exp. So if you are talking about difficulty in leveling in reference to time then yeah I agree with you 100%.
I do not frequently post on these forums due to the nauseating cesspool of ignorance and arrogance. However this topic is most troubling. I have played two MMOs with gear binding in them as a feature, which will remain nameless as not to divert the discussion.
My first, in the initial night of playing, I was very confused when confronted by the Market Place/Auction House/Bid Counter ect. I could not sell the equipment I had used or picked up and tried on. I thought maybe I needed to be a certain level or accomplished a certain quest. I decided to ask the few dozen people around me for insight hoping someone would respond. I asked how I could sell the items in my inventory on the market. Someone responded with another question asking me what items I was trying to sell. After hearing my response they asked if said items were bound to me. "Uhh, what? why would items be bound to me?" (at this point I would have accepted a practical reason or a lore based explanation...I got neither) His response: "Because the developers didn't want to bother with the economy." I had no idea what that meant at the time. But we'll get back to this in a second.
Game number two was not as large of a shock thanks to the services of game number 1. And it did not bother me nearly as much for one reason. I could reasonably craft my own gear without having to spend inordinate amounts of time farming. The mats were things that dropped naturally while progressing through an area and doing quests. Once and a while consecutive boss kills would be in order, but not in excessive amounts so it could not be called grinding. But still, when you devote this much time, energy, and resources into any item in any game it does not feel good to toss it for pocket change or trade it for a free inventory space. I collected all of my gear through the levels that I had upgraded and spent my savings on hoping they could be used for something else in the future. So I ended up basically throwing all of them away and playing for another day before I realized I didn't want to have to deal with that again and never logged back on.
The first story highlights the economical effects that gearbinding has on players and the game as a whole. It does not seem logical, practical, or fair. There are other ways to accomplish equal opportunity relevance for DoL and DoH(a few have been mentioned or suggested in this thread) that don't have negative effects on players mentality when leveling jobs. Which leads us to the second example.
The psychological effects on players when they are left with no option but to basically toss their favorite weapon or armor in the ditch are not unnoticeable. The piece of gear they pour their heart and soul into so they could finally participate in the content they wanted to, in the way they wanted to, and feel like a "hero" for the first time in gets mud slung on it after it's faithful service. I always found comfort when I was done with equipment when I could give it to someone else who would also gain enjoyment from it.
I'm not focusing as much on the economical portion because I think that has been adequately covered. I'm more concerned with players feeling like they're wasting their hard work not because of their mistake(which is acceptable most of the time) but because that is the way the game is designed. There are a lot of people out there that aren't bothered by this, evidenced by all the MMOs out there being played right now. Unfortunately, very few of those people stick around for too long in those games.
I'm all for putting crafters and gatherers on a pedestal. This is a not that. This is a bandaid, this is sweeping it under the rug. This, does not work in the long run.
I don't know if like. :/
I can see where it's good for the crafters, though I'm thinking it's more of a short term help before the economy goes bust and you couldn't sell anything worthwhile. I'm not totally sure on that though, since I'm hardly a crafter and the only thing I leveled after the game went paid again was my cooking.
What does bother me though, is the not being able to share bit. Like, I brought my boyfriend onboard on the game, but I gave him gear to help him get going. Since it's spiritbound on EXP get (by the sound of it anyway.) I could make him stuff on the spot I guess and hope I don't screw it up. So that could help.
Still though, don't know if like but I don't think it'll really help in the grand scheme of things either. :l
It's only really the melding that worries me...
If i have a double melded item and try to triple one then i would usually give that double melded item to someone in my shell that maybe only had a single meld or lesser double.
that is pretty much my only concern.
to a lesser degree the lack of opportunity to experiment with items. and see which is better for you.. for example if i went out and bought a wand with high int for a million, only to find the wand i already had with amp was better for me... great just wasted a million...
and sometimes in that situation my logic is that i dont really want to pay a million for this but if it better than my old one i can at least sell the old one to cover some of my losses
As far as I'm reading it, you can't transfer items between characters bound UNDER THE SAME ACCOUNT. So you can't give your alts gear that has at least 1 point of spiritbind.
However, you can still trade gear to OTHER account holders, given that it is probably 100% and the other requirements present in 1.0. Rukkirii doesn't mention trading to other account holders - I'm presuming that the:
...is still in reference to trading amongst your own characters.Quote:
Also, since we are planning to make it so once you accumulate more than 1 point of spirit bond the item will be bound to you, as long as you do not fulfill this criteria it will be possible to transfer it to other characters.
Then again, I don't know how bound items work in MMOs in general (haven't played a great deal of them) so I may be wrong regarding the system itself, but from what I see from the OP, it is directed to characters amongst your own account.
Basically if you accumulate even 1 xp while wearing the gear, it will be Soulbound to you. You can no longer sell the gear on the AH/Wards nor can you trade it to any player. You can only turn it into Materia or sell it to a NPC, other options are probably giving to Grand Companies but yeah. What we're all worried about is not being able to Sell or Gift melded gear because you used it and upgraded your equipment so it's no longer 'useful' to you.
i can deal with changes and having to adjust to them but what bugs me most about this item binding is that once i get to a certain spirit-bond level with gear i can't trade it, or sell it so basically im screwed. only thing left to is to either discard it or spirit-bond the gear itself getting a new materia whether that materia will be useful/good is another topic.
If i had lets say sentinels gauntlets with double meld str+40 which then i reached the level of spirit-bond if i was able to spirit-bond it getting back my two str materias then get another random materia for the gear itself that would be okay with me. this way its not like ppl hold on to materia forever eventually materia gets taken out of the game when ppl try to double,triple, quad meld gear.
If we can't rest spirit-bond like you guys say by going to a npc and resetting it that way, then what can we do at that point once the item binds we basically are fucked. only thing we can do is spirit-bond said gear and get some type of materia then we have a whole problem gear being situational to avoid building spirit-bond.
Buying a piece of gear to see if it's better than the one you have:
- training dummies - No exp accumulated - resell if it's not as good
Sharing gear with close members:
- maybe an option you can unlock for Small Companies?
What if I want to add more melds to my gear, but I can't sell the one I've been using:
- If I remember correctly, melding a piece of gear resets the SB to 0%
The effectiveness of the base stats was being altered (reduced/capped lower) and chance for successful Melding increased:
-This in itself warrants the change to gear being Bound on Spirit Bond - (surplus of circulating Multi-Melds)
-Increased need for old gear to be turned into Materia (More Materia Demand)
-Multi Melded gear wont be worth as much and/or dictated by economy anyways.
It seems like this is a good thing, both to keep the crafters busy and a better way to balance the economy.
(Increased gil rewards through questing can mean people that don't craft/gather might actually afford stuff - SBing for materia and questing ='s gils)
This,
I really don't think they've considered the human reaction on this. there is no way this is going to help crafters, people will simply stop buying gear and find alternate means of acquiring gear. hell, i wouldn't be surprised too see a guide eventually written on "how to Level without buying gear til cap".
This is a game, not real life.
And..
Wow, emotional and psychological attachment to your weapon or gear? If you have such fond memories of the gear that you worked so hard for, keep it. If you don't care, change it to materia and sell.
Seriously, it's not that hard.
Why just hand down weapons to a fellow player when you can help them earn the weapon for themself and allow them to create these fond memories. Chances are, that player is gonna ditch that weapon pretty soon anyway since you're helping them level easier by giving them a weapon they didn't work for.
HQ gear is also limited, 50% of the time the benefit is not worht it
we are gonna have quests to lvl all the jobs, so that means tons and tons of quets that would give tons of gear to SB. of cource, once you to high lvl you'll be making/geting gear but i was refering to 1-40 gear. there would be no need for those recepies
I don't know about everyone else, but if a friend or someone in my guild needed a crafted item made for their level, I would just like, make it. Being a crafter rocks, got all these options and stuff.
Guy in my LS needs a hatchet for lvl26 - ting ting ting jobs done - heres your brand new hatchet. Of course I have this exact hatchet, but I went ahead and made him a new one, because I am an awesome person and always have materials.
That idea is horrible... Absolutely horrible. The whole point of shutting the game down was to fix problems not make more.
Reason: Selling and trading used items is imperative. We desperately need an auction house since the launch for this exact purpose.
What would be the point if we finally get the auction house and we can't sell our used gear?
It will clutter inventorys, get tossed and if used long enough become materia (In most cases turning to materia is a bad idea and wasteful). A key factor in decision making for the purchase of gear and weapons is knowing that in a few days of use there is a good chance you can sell it for roughly the same price and then upgrade, it's brilliant! Disabling the economy this way will be a game breaker for a lot of players. The same players that had to wait 2 years to see if this game could improve... The same reason the launch of 1.0 was a disgusting failure.
Please oh god please don't implement this horrible concept.
To conform to the notion that all MMO's are like this is not a valid arguement. Thats why I don't play other MMO's, FFXI was the only one I liked/loved. It was worthy of commiting to and playing for 5 years. And I played FFXIV since launch (Excluding the 5 months I just gave up on it, because the billing started and the game was far from ready) knowing it failed but in support that some day the fan base will accept this as a good game and see this game in its glory. There is a huge demographic of mature players, like the fan base that grew up playing Final Fantasy games since 1987 have to see this game succeed or basically there is no MMO for me to play and I will have to go to work or spend time with family...
This cannot happen, it just can't.
I would even recommend suspending said employee for trying to sabotage the game...
It's simply the worst idea. I will be devistated to see this one fail again over something so obviously essential.
Another thought. Will melding requests be changed to allow multiple melds?
Bob over there has a double melded shield which he wants to try and triple. Unfortuantely Bob doesnt have armorer.
How then does bob try and get his shield triple melded if he can't trade it to a crafter?
You could say level a craft but then you end up in a game where there is no economy because everyone in the world has every craft at max because its the only way they can meld there stuff.