This would be most wonderful and smart.
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This would be most wonderful and smart.
Ugh, no. Gobbie bags all over again?
Let's say you need 3 steel ingots to raise your limit by a point.
The supply of steel gets eaten up by the quests.
Price of steel goes up, way up.
RMT take notice, they start camping bombs.
RMT jack price of bomb ash way up because they now have control of an item to do something huge like raise accessory points.
Price of steel goes up more.
RMT camp more bombs. All the bombs. Every bomb.
You can't afford to upgrade your accessory points.
You can't get bomb ash to make steel to upgrade yoru accessory points.
You don't upgrade your accessory points.
Someone who buys gil upgrades their accessory points.
And makes fun of you for not upgrading your accessory points.
And you asked for it to happen!
If nothing else, boost it. At rank 50, I can wear three out of nine slots. At least let me wear all four rings for Twelve's sake.
Why shouldnt we be allowed to wear as many accessories as we want? It's not like stats have any meaning in this game yet anyway, other than boosting hp, mp. I think they need to re-work stat points before they do anything else thats going to affect them. When I can craft an item as a r47 alchemist with over 100 points in both int and pie (the stats tied to main/off hand tools for alc) there is no difference than crafting with 15 stat points. MAKE STAT POINTS COUNT! then, you can worry about accessory slots, because right now the only ones who will benifit is RP.
At least This guy will be happy.
DEar lord, he should have huga magic defence!
accessories should be free to wear no slot costs, but i think the durability should be removed as well
The reason this was implemented was so you could be considered wear a FULL set of accessories without looking like Liberace (for those of you too young to know who he is wiki it).
I agree with that idea, but the execution was very poor.
For instance I have no intentions of having my character wearing earrings. Why. I think they look silly on males, but that's just my opinion.
If all of a sudden a full set was to include earrings, I'd be forced to use them, and thus be forced to scream for a toggle display on said earrings!! ( /cry)
I like the slot cost idea for these reasons, but it needs serious re balancing, and more models for lower slot cost/stat boost accessories....so the ladies who like lots of bling can wear nice looking jewelry in all the slots if they like to.
I agree that we should be able to put all accessories as much as we want
but if they do so they should decrease bonus attributes from all of them
WE HAVE THE RIGHT TO WEAR ACCESSORIES AS LONG AS WE RICH ENOUGH!!
Hello everyone! As Bayohne has mentioned in the earlier post, we talked with the development team and are here to relay the latest details on this topic.
Currently the development team is reviewing the accessory point system, including the possibility of abolishing the system. However by doing away with the accessory point system and removing the limit, different issues will arise. For example, by allowing players to have more accessories equipped, the value and effect of each accessory will decrease. Also by having more accessories in possession, players can run into storage problems. To prevent these issues from happening, the development team is thinking things through carefully, so it will be a little more time before we have a concrete solution.
We are looking forward to any additional feedback you may have so please don't hesitate to give us your thoughts!
The attributes and stats awarded by accessories currently do so little that unlocking all the slots won't affect game balance in any way. If the new battle and stat system vastly improves the effects of stats and attributes on performance, or if HQ is changed to affect "below the bar" attributes and stats, then I can see a nerf being needed on each accessory.
But right now, unlocking every inventory slot wouldn't hurt balance in the least bit. The unlocked attack, accuracy, and stats just wouldn't translate to very much performance boost at all.
They shouldn't act according to how the game mechanics currently work, but how they will end up working in the future.
How about just having slots increase with rank..?
Well, to be fair, the value and effect of each accessory in the present system isn't that large anyway. If I could fill up all my slots, I might be able to achieve a much more noticeable effect than I can get now.
I don't see this as an issue.
You still have a choice to use all the slots if you want to. If inventory space is such an issue to the player, he can just decide not to carry so much accessories. It's a trade off all players have to be mindful of even now.
Minor issue, in my opinion. Just give us gobbie bag quests to increase our inventory space or something.
Not going to get into predictions and don't need to. So long as everyone is on the same page that unlocking the accessoriy slots with the current system wouldn't affect game balance even if the stats were kept the same, that's fine.
Inventory space is not really a valid player concern. We'll manage.
Biggest concerns are what it will do to goldsmithing balance in the short term. Only if the stats become much more powerful does balance of what those stats even do come into play.
As the things are right now there is no real difference in about any accessorie combination you can think off.
I tried every combo and I haven't found at least 1 reason to change the accessories I have since Rank 10.
If they are not going to ambolish the slot cost rule, at least make better rings cost less points.
I don't care to fill up all the slots, but I do want to get better equipment as my Rank increase, the way things are now there is no reason for me to upgrade.
The differences are minimal, I think the only clear one you can see is MND as cure/sacrifice is a fixed amount, so adding on MND you can notice the % increment. But ofc this most likely wont translate similar to other stats.
I think removing it would be a great idea, it would make people buy more accessories thus more demand on crafters, and as NPc cannot repair these, the crafters would have more repairing to do and that system would be used more, its a win-win situation in that sense.
If the new battle system follows the concepts of stat caps then they'd be no issue of balance. If you can only have 200 STR and you're @ 190, no matter how much STR accessories you add, you'll be capped at 200, and I've noticed a lot are defined by slot, so earrings/neck have like Attack, which is useless for mages, so It wouldnt make mages OP, and even when more come out say for example MAB, it would only be a very little, you cannot change during battle like you can in XI so you pick a fixed set of accessories and go with it, quite similar to how you control your stats now, do you go full out with X stat or split between XYZ, and so on, same rules will apply to accessories. So it could be good imo.
I dont think removing slot cap would effect balance because.. they barely do anything, i stopped wearing accessories 2 weeks after launch because the only noticable difference was inventory -6. In any other MMO ive played, especially ffxi, a couple rings can make a big change to performance. I put on 4 rings and there is barely a change so i could care less how many slots there are. Im not the only one that goes without, ive noticed a few other crafters avoid accessories also. (i point out crafters because we are usually the ones hoarding items instead of vendor trashing.)
I dont know about the storage space issue. I am already carrying multiple different rings for different classes. l1 pieces of jewelery to change around. I say If slot cost were to remain, just make Jewelry give higher stats.
Precisely. They should not change a feature temporarily. It causes more work and confusion. If it needs changed back in the future players will be pissed or they will have to change the stat allocation per item from its current values which will in turn piss people off.
I can't wear more than four brass rings, or three silver rings.
Both sets give exactly the same +ACC bonus, total.
There is a problem with this picture. Fix it.
To combat the storage issue, have equipment that you're wearing not count as inventory space. It makes sense, doesn't it? If you're wearing it, it's obviously not in your storage.
The values may not be large now, but by that response I'm assuming that later on there will be some very attractive pieces.
I don't really see the need to increase the slots myself.
Another solution could be to increase the effectiveness of these earlier pieces allowing them to be more beneficial.
Either way it doesn't bother me.
I see how having more gear in your inventory would make you carry more pieces of equipment. Why not Make it so if you have a piece of gear on you it doesn't take up inventory space? That has never made any sense to me. If you're wearing it, why would it be in your bags? :) Simple solution to the Bag space problem.
Sure you can reduce the stats, just remove equipped items from your bag.
To balance that - they could make it so that stuff you are selling/repairing in personal bazaar occupies the same space as the rest of you inventory...since that's where it is. It's not like I have a little red flyer wagon that I drag behind me with stuff for sale on it and little signs...
It'll affect the game balance after they fix the attribute algorithms, though... I'm not saying ditch the system, I'm just saying I should at least be able to wear all four rings, or two earrings and a necklace, or two bracelets and two rings, or two bracelets and a necklace -- just some kind of symmetric value. Three ring maximum at R50 is just infuriating that little OCD child inside of most of us.
Agree, it kills me see blank spaces left to gear up because i have a limitation.
100% with you.
I say increase slot limit by +1 for quest. Make several quests. that is at the end limit might be 18/18 or so. Simple.
Slot limitation = quick fix for not balancing the equipment correctly.
Get rid of it .
just have SE lift the restriction and take off 2 ring slots (always thought it was kind of odd).
Limitation needs to go. There are huge gaps where lower ranked gear is equal (stat-wise). They may need to revisit how may slots we have though.
\signed
If you have to progress through world quests, or accomplish tasks to unlock the extra slots then it partially addresses the impact to attributes problem since as the rest of your gear ranks up, having a couple extra pieces of jewelry is unlikely to drastically alter the big picture.
Please, please, please do no just take away the restriction. Make us work to unlock them. This is great quest reward type stuff for lengthy quests!!!
Because it's an inventory, not a backpack. Who knows, maybe this will be changed by the time.
At least like now with the inventory system, you can change your equips any time without worrying. The backpack system could be a problem with equips when your backpack is full.
I prefer the Inventory system anyway, but I'm ok if that should become a backpack. (/care about the full inventory/backpack =D)
Not that this is pertinent but I'm half white and half black and I've always wondered if "cotton pickin" is sort of racist.
I would like slot cost to go up with level. No way a rank 1 needs 6 crappy rings, they maybe need 2-4 slot costs until rank 20. From there on it should scale with the full slot costs being for rank 50s ( around rank 40 actually). Then rank 50 jewelry should be less awesome since you can wear more of it.
The only reason why I do not like this idea is because you have to take into account this gear is on your body and not in your inventory if you want to switch gear. There has been many a time in a game where I did not have enough inventory space to unequip a piece of gear. Thats the only reason I like the FF system of equipped-gear taking up inventory space.