They may do that, lest joe shmoe who doesnt craft wont be able to have more than single melds on things he icreased spiritbond with. Not that I mind that...
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I already wrote a long rant about this issue in the other thread, but I don't understand the need for this system and here's why:
The reason why crafters weren't able to sell stuff and make money in 1.0 wasn't because people were reselling their used stuff, but because people didn't need to buy gear from the wards. This gear bind change will not change this issue or make things any better.
The main issues were 1. everyone (well, almost everyone) having a few crafts leveled and 2. each craft having only a few profitable synths (which all the crafters were making and selling simultaneously). This was caused by not having any limits to max level crafts (in XI for example one character could only have 1 craft at max level) and crafts being way too easy and fast to level (it was even profitable to level a craft!). Most players either had all the crafts they needed to synth their own gear or could ask a friend to synth / meld gear for them, which meant nearly no one had to buy stuff from the wards.
The gear bind system will not fix any of the main problems in 1.0s gear economy or make it any easier for the crafters.
I am completely against this idea, it's a definite step backwards. All this will do is more or less force people to start crafting equipment themselves taking away from those who focus on crafting as a regular deal. I really can't see how this benefits the economy at all. There's going to be less incentives to buy gear and less reason so even bother melding materia to equipment. Who's going to care to buy something decked out with materia that will cost a fortune if they can just use something infinitely cheaper with a couple bits of materia melded to it? The issue at hand wasn't ever an over abundance of equipment really, just a lack of it for the lower levels because nobody really bothered making it.
I know this might seem like a knee-jerk reaction but this news alone is enough to make me reconsider if I'll actually come back for 2.0 after all. I hated this system in a lot of other games, but at the same time equipment in those games was so easy to come by. Kill a mob and bam, get a piece of gear you can just sell. We already know gil is going to be harder to come by in 2.0 and even if they "removed a digit" to make stuff seemingly cheaper that still won't help in the long run. Triple-melded gear or quadruple melded will rarely if ever sell.
A few thoughts that came to me after my wall-o-text a couple pages back...
-This devalues pieces of equipment in game because everyone's first thought when needed new equipment will no longer be "Go the the auction house," which stimulates the economy.
-Their first thought will be "I can get that myself." Most likely not everyone will be able to and become frustrated with the entire process or otherwise buy what they need.
-If someone lacks the patience and discipline to get gear they need they will most likely lack the necessary funds to support their play-style in this environment and become frustrated with the entire process.
-If everyone can get the gear they need by themselves with little to no effort, this makes it completely worthless to everyone.
-This eliminates the majority of the interdependence in the in-game economy and makes it feel a lot more like a solo RPG.
Extremely unappealing. I was very close to purchasing new components to build a brand new hotrod of a desktop for this game. I am putting that on hold until further notice because of this nonsense.
I had a Cuirass on loan from my Linkshell at close of 1.0, so I hope that all Spiritbond values are reset to zero for 2.0 launch so I can give it back if its owner wants it!
Yet another change to make FFXIV just like every other MMO on the market. I'm so incredibly tired of the "every other 'modern' MMO has this, get with the times" argument. Just because the masses are doing it does not make it an ideal solution for every game.
The more I hear about the game, the more I'm convinced that SE is not targeting their built in audience (the Everquest/FFXI crowd), but that they're going after the WoW crowd. This is not inherently good or bad, but it does mean that the new FFXIV just may not be the game for me, and thats very disappointing. I haven't given up hope yet, but I'm also much less excited about 2.0 than I was 6 months ago.
You have to look at the issue from more angles. What else do we know is changing.
- The number of tiers of materia is being reduced
- Increased odds to get higher tiers of materia from high level gear
- Hopefully increased population of new people
So we should have a pile of new people that have 0 crafts leveled and may not even be interested in crafting.
(don't assume that everyone in the whole world has every craft leveled, because the number of people that played Version 1 will be a very small % of people if ARR really takes off)
If you break it down and look at just high level gear and materia. If there are greater odds to get high level materia from high level gear, and with reduced tiers, there will be more good materia. So if the market gets flooded with good materia, then the value of the materia goes down.
Gathers sell to Crafters. Crafters sell to Adventurers/Spirit Bonders. Spirit Bonders sell to General Market.
If you take gear out of circulation through Binding and Spirit Bond, then there will always be a demand for it. Which means there will always be a demand for Raw Materials. Which opens up a huge range of Markets for items to be sold.
Looking at just the high level market in Version 1.
- Level 50 gear was worth a lot until single melded gear came.
- Single Melded Gear was worth a lot until Double Melds
- Near the end of Version 1 even Double melds were getting dirt cheap when Tripple Melds started popping up.
At that point it was only worth the Gatherers time to go after Darksteel, Cobalt, Gold, Copper, and a few others and whatever Botanists and Fishers gather, because the Niche Market was Darksteel Gear, Relic Weapons, Hamlet Provisioning Items, and some Foods (Raptor Stew etc)
The life of Version 1 wasn't long enough for us to see it completely Plateau the Market, but it was getting close.
People might be complaining now that their gear is worthless, but if you are a casual player and the markets were ruled by Hardcore players, and everything was Million Dollar Tripple Melds or Rare Dungeon Drops because nothing else was worth their time to sell:
- your time would be spent Leveling a gathering job because Raw Materials would be too expensive to buy, or there would only be items that the hardcore groups would buy.
- your time would be spent leveling a craft or four to craft the gear, because it's not worth the crafters time, and the raw materials for your gear are non-existent or super expensive.
- now you're angry because you really just want to run some dungeons, but this game forced you to gather and craft, just to make some better gear.
If we start getting better materia more easily, it will probably make materia cheaper and more available, but there's also the other side to this: it also means that crafters will have a smaller market since people don't really need to SB twenty belts to get one or two good materia. They'll get the ones they want and since materia is generally cheap, there's less incentive to even bother SBing for money.
Of course you could always say that crafters will just raise the price on good SB items, but the fact is that crafting is easy to level, gathering is easy to level and there will always be enough crafters around to undercut the prices.
This is a good point, but there are other factors to consider too. The introduction of AF and GC gear made most crafted gear obsolete unless they were double or triple melded. There was also the massive amount of money floating around which caused many people to simply buy the stuff they needed even though they could easily gather or craft it themselves. Money was just so worthless that it's hard to make any assumptions based on the economy we had. I'd argue that the only truly valuable things were rare materia and smartly done double or triple melds and maybe a few dungeon drops. Anything else was just a matter of whether or not you bothered to go and get them.
So my point here is that there never was an issue of "people cluttering the market with their second hand gear." If anything this helped those who could not get a crafter to double meld for them to aquire some good pieces people would sell after upgrading past them. And to be honest I don't ever recall seeing good double melds for cheap. Maybe this change will cause some crafters to start selling multimelds just for the gil, but with the changes in materia system I can just see this becoming a case of whether or not someone bothers to make that small profit or not. The real issue (in my opinion) always was too few worthwhile craftable gear pieces and too easy leveling of crafting and gathering classes.
They're just importing a system which works in games where you level up your character only once and have multiple alts into a completely different setting. They're addressing a problem which never was with a system that causes more problems and frustration than it solves.
I suppose the dev's felt everyone will be better off with Item Binding.
a) Item Binding reserves AH selling to the crafters, no more undercutting from DD looking to sell off their old gear. Crafters make a windfall.
b) Bound gear wont be worth it to sell to NPC and you cant give it to friends as there are no more Oxfam donations (harsh, but theres no charity in uldah). Players will be forced to max out spiritbind and convert it to materia. Gonna see a lot of gimps around maxing spiritbond though. DD's make a windfall selling materia.
c) There should consequently be more materia listed on the AH at all level brackets. No more seeing only seeing max tier materia in the AH which was a problem for a time in v1.
d) If used melded equipment can't be sold, there will be even greater demand for raw materials to make gear and for materia in order to put up melded gear on the AH. Gathers, crafters and DD make a windfall.
There are a few ancillary issues however, apart from the butthurt of not being able to sell a second hand melded item:
a) won't gathers and crafters be obsolete anyway given there will be dungeons every 5 levels or so like in SWTOR, there will be grand company gear every 10 levels, primal gear, artifact gear. You dont actually ever need to buy gear from the AH, and that gear can't be melded anyway
b) even if gathering and crafting remain relevant, being able to max all DOL/DOH classes destroys any reliance on others. It just seems strange DOL/DOH remain unrestricted. IMO, the amount of DOL/DOH you can be on a character should be capped, or even provide a boost to your DOW/DOM so you carefully choose which craft to take up (yes that would encourage players to focus on one job not play everything on one character though, but with the amount of "alts" we will be able to make it seems devs were thinking to limit such things). IMO DOL/DOH should not even be available from level 1, it should be something that opens up around level25 or so to intercede between the grind when the xp grind becomes more noticeable. (in swtor i have the equivalent of maxed crafters/gathers across all my alt's even though they are only about level 11, i never leave the AH and make a killing off it, I can gather/craft from the AH and i'm F2P too, it just seems absurd)
I'm now thinking... this is kind of info devs should of kept quiet till actual beta starts...
People saying no no no!! to something they didn't try how XIV implemented the system... general idea will pretty much be the same, but I don't understand how everyone says no to something they haven't even touched in XIV...
oh well... carry on~
Because it is UNHEARD OF....... in XI.
Nah I think it is mainly the non-crafters or gatherers that are or will be having the issue with this change. I can tell for sure it will not effect me. I dont mind turning any of my melded gear into materia, because I can just make more and more and more and more. However if I was that restless bloodthirsty player that couldn't be botherd to be sitting in town and not out and about killing stuff, I would probably be frusterated about having to give all those patient hard working crafters my gils in order to make gils. However, i dont see how that is any different from 1.0....
Sarcasm aside, Item binding isn't going to effect people nearly as much as they think it will. I predict all the crying will die down once people come to that realization. Selling things on the wards isn't even the only way to make gil.
It's all interconnected.
You could even say the rate at which a certain fish is caught is related to the Gear Bind System.
It's just part of one big wheel of control, that hopefully keeps the economy balanced and continually flowing. The Dev team has a huge responsibility to manage.
New Worlds -> Brand new economy no existing players can join
Old Worlds -> New and old players can join (New players 0gil -> existing players, some having Max Gil)
So if gear binding on SB is just a small part of this system, to make sure everyone has a good experience, then it's a good thing, no?
Is it safe to assume that the people that are so concerned about the value of their gear, will be the first in line to purchase some player housing? Who will be the first to drop a couple Mil for a Plush Moogle Lamp for beside their bed?
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I do have concerns about gear sharing, reducing the feeling of community in these FF titles. But if the changes to the system increases the variety of items on the market, then buying the mats for a quick synth wont be a huge issue.
I enjoy helping out newcommers and friends, so as long as that's not effected....
I'm 99% certain they added this because of you Rein. We can't handle anymore of your Used, Melded Subligar in circulation anymore.
I'm with you on this one. I'd bet most people wouldn't have even noticed had this info not come to light.
I am apprehensive about this because poor implementation would be very bad. That said, I do think it is a great way to encourage crafting and balance the in game economy.
This basically means Crafters will control the market and prices will be set based on Cost and Availability. A Big problem in 1.0 was people did not Convert or Meld Low level gear because it became obsolete and was better to sell. I think this will go a long way to encourage low level Materia use and prevent flooding the market with items.
"Poor implementation"? What do you mean? What's going to be done is pretty clear and simple. There is no other way it can be implemented.
So...as a crafter, craft them some new gear. Problem solved. Or just help them get the gear. Not really that hard.
Yea, that's true. I understood that but I did forget about that as I typed it. At least work will be done in some form for the gear. Whether it be helping a friend run a dungeon or simply crafting the item for them.
The only problem I see with this is that gear needs to matter more at the lower levels. Leveling up was way too fast in 1.0, and if it's the same in ARR, lower level materia is going to be pretty pointless since you were recycling through gear so fast, sometimes faster than you'd max out spiritbond on it.
Otherwise I agree with most of your other points.
Did you only read the first line of my Comment? I support this change..
Poor Implementation means,
Materia continues to be highly random with varying potency making Materia Melded gear excessively difficult to make.
Characters out level Gear at a rate too fast to allow Materia melding to be useful.
Gear is somehow bound to Gear sets Instead of your character in General.
Crafting Materials are too rare to allow people to quickly acquire New Armour Sets.
Crafting is so Costly, casual players cannot afford the Cost of Crafted Gear when needed.
Materia Cannot be melded to an Unspiritbonded piece of armour.
Materia cannot be melded to a Spiritbonded piece of armour.
There are a million ways to Ruin a perfectly reasonable system by making changes to other systems involved. This change will be a great boon to economic stability, but only if the over arching systems are balanced to support it.
Where in the hell do you keep pulling this emotional attachment crap from?
this system there implementing has a lot more repercussions than just not being able to trade gear.
the only gear i plan on keeping is my old dated sets to place on manikins, for status and show.
That's one of many examples. Another could be the fact that anyone playing the game for longer periods of time(let's say a year or more) realize the only way to level up other jobs without going broke is to level their crafts. Then crafting doesn't become a personal play style decision, but a necessity. And in a couple years when 90% of the population has all their crafts at max because almost the only way to play the game. Then the ability to craft will be worthless for any other reason apart from supporting your own needs once and a while. And all of the other economical implications everyone having max crafting entails.
I mentioned but didn't go into detail on being "forced" to play a certain way. Keep in mind that you CAN be forced to do a specific action without direct influence, by giving you the illusion of a choice. Yes, you can say "you aren't being forced to play that way!" However, that would be choosing to ignore reality while justifying it with technicalities.
I think this will work great for the adolescence of the game. But down the road it will have big issues that can't be fixed by switching a rule or two.
i kinda like this idea, this will make players think before they buy a nice peice of equipment or weapon, because they can not resale it if they use it. especially if they only want to use it for 1 day or week then try too resale or undercut the the item the next day. if players can only NPC sell their old equipment, i think they should get alot more gil then how it was before, depending on what equipment and materia attached too it being sold, versus the percent ratio of the current price of equipment and materia being sold on the auction. it would be wrong to have a bunch of old good equipment you dont use go to waste, when you can NPC sell it for a higher price with out effecting dedicated crafters/melders sales on the auction. some players "even me" trying to get rid of old equipment dont care about the stabilty of the sales in some areas on a auction when some others do.
Gearbinding is the stupidest idea I've heard in a while, and trust me, there are some REALLY stupid ideas floating around on these forums.
This will be the first thing to notice about this 2.0 on release, "The oppression of Final Fantasy XIV".
There is a substantial amount of loss from this idea. The amount of people that already hate this idea is just the beginning.
Taking away freedom and choice to sell/share/trade used gear is appauling and will dramatically damage the launch of 2.0.
There is too much to lose and nothing to gain. I don't believe that anyone asked for gear binding and yet hundreds and thousands of people will despise it to the point they wont see any point in playing this game. I was waiting for PS3 so I could play with even more of my friends and share equipment. I wished for a mail-box system and Auction house.
I am a crafter and the same rules will apply, high quality items get put back into circulation or experimented on and normal quality gear is easy to scrap. There is already too much unique/untradable gear that is getting thrown out because it was not even capable of turning into materia. Selling to an npc is a joke and turning to materia should be a choice.
Almost everyone does the math and considers downgrading and selling all there gear at one point for one very rare piece of gear that they waited one year to find an opportunity to buy.
A better solution for a strong flow of crafting and use for all the synth recipes/drops then create a demand from NPC's as some part of a different award system. Because most crafted items were useless anyways and tons of gear is found just from playing so buying from crafters was not necessary. That is untill they can produce a double or triple meld.
If leveling up to 50 wasn't so rediculously easy players may have taken pride in keeping HQ or multi melded low level gear, as well love to know they could share those low level pieces with a close friend. It's the whole point of an MMO.
I said it in my first post, it is imperative.
The problems with the first attempt to launch FFXIV were so obvious, character binding items is one of these obvious problems.
This is not an attack, but you raise some very good points.
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There is a substantial amount of loss from this idea. There is too much to lose and nothing to gain.
- What is the loss?
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Taking away freedom and choice to sell/share/trade used gear is appauling and will dramatically damage the launch of 2.0.
- How will it damage the launch of 2.0?
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I don't believe that anyone asked for gear binding and yet hundreds and thousands of people will despise it to the point they won’t see any point in playing this game.
- Is there nothing appealing to the game other than the fact that 1.0 didn’t have gear binding on standard gear sets? Is there not another way to help friends other than sharing gear? (help craft/meld?)
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I am a crafter and the same rules will apply, high quality items get put back into circulation or experimented on and normal quality gear is easy to scrap.
– This statement I’m not clear on. But the changes in 2.0 will allow you to sell more HQ gear, as they will be removed from circulation once SB’d.
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Because most crafted items were useless anyways and tons of gear is found just from playing so buying from crafters was not necessary. That is untill they can produce a double or triple meld.
- You are correct, to a point that is how it was. Since we know nothing about how the new leveling mechanics, and options to acquire gear will be, do you think that SB Gear Binding could create that need, to purchase low level gear from crafters? (larger markets will make it worthwhile for crafters) As Yoshi said, leveling will not be as fast in 2.0 so would it make the gear more useful?
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If leveling up to 50 wasn't so rediculously easy players may have taken pride in keeping HQ or multi melded low level gear, as well love to know they could share those low level pieces with a close friend.
- As we know, leveling was fairly quick in Version 1. We’ve had statements that leveling will not be as quick in 2.0. The adjustments to crafting and being able to HQ gear were changed to allow for skill based success over luck based. – With these changes do you think it would be worthwhile to HQ low level gear, and would it be easier to re-create that low level gear for a friend?
Although many agree that the SB Gear Binding is an inconvenience. Do you feel it is worth it, to create an efficiently stable economy for many players enjoyment?
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Not sure if anyone else will find the humour in this, but some make it sound like we're playing the Pokemon Trading Card Game, and there's a new "no trading rule"
A few pages back I could not decide whether I like this or not. I have made up my mind now. I do not like this system for a few reasons.
While this kind of system is preferred by most MMOs you should also notice that the most MMOs go Free to Play these days. Sure it isn't just because they have item binding but I guess it's the little things that restrict the player and therefore the gaming experience once they add up. I've played TERA the last few days, it was generally fun for a short time but one thing made me wonder.. "why are there so many ex items?". Now I've played TERA since the 3rd and thought that this was just their weird way. Then on the 9th this thread popped and I tried to argue with myself that this can be a good system. I couldn't win that argument though. It annoyed the hell out of me in TERA.
I remembered when playing XIV 1.0 that I wasn't able to sell and trade used gear. I could live with the fact that I couldn't sell damaged gear but no trading seemed awkward to me and annoyed me a little. Now you're talking about taking away that aspect of social interaction completely. Wouldn't it be better to come up with a more original idea letting gear disappear?
The materia system was a good way to kill off gear, especially when the item only costs like 10.000 Gil and you're getting a Grade IV materia. I'd take that gamble at any time. If you think that is not enough you should come up with another idea.
Many have mentioned trading in the gear for GC points for example. Also many people seem to like the "dismantle item" feature.
I respect your opinions for "pro item binding", everyone but I have a feeling that this will not be a feature but a restriction to my gameplay experience, and I know many feel that way as well. I didn't want to post until I tested it in the Beta but I think TERA and FFXIV 1.0 (gear dmg -> no trading) helped me to decide on this matter.
From you playing Tera for the last 8 days. What were the biggest annoyances of not being able to Sell/Trade your bound gear? Was all gear bound, or just the ones equipped?
I can see your concern for the social interaction dissapearing, due to not being able to trade SB'd gear. Would you agree that there is greater or equal social interaction through crafting and trading new gear?
Does Tera have a similar type of crafting system as FFXIV?
The trade for GC points is a great idea. I suppose it would have to be under the condition that it's 100% SB'd, to prevent people from stocking up on GC seals by craft spamming.
It would have to be a reasonable amount too. Lvl 50 GC gear was worth 4-6k seals. So a normal piece of gear could be worth 100? If it could detect Materia by Tier, maybe 1k seals for a T4 Double Meld?
I think the dismantle feature would be the same as just being able to sell the gear. You could just re-craft them and sell the gear. Nothing was removed from circulation, except maybe shards.
Hey there, thanks for the response.
What annoyed me the most in TERA was that I couldn't make money of all my gathered gear, which, as a new player, seemed off to me as I was investing all my money into crafting and felt like I could have done way better if I would be able to sell the stuff I found. I can't say how it'll be in the later levels but as a new player that really annoyed me.
As far as I remember only the items I equipped were bound to me, but I rarely found gear that wasn't for my class. So I was in a ongoing progress of updating my gear, binding every single piece to me.
Yes, there certainly is a level of social interaction in creating new gear. It seems, in theory, that the level of social interaction is equal or higher but I think it is not as high as with traded gear. First off, as a crafter I wouldn't carry all the materials to make new gear with me for the rather "unprepared" people in front of a dungeon. Secondly, you will lose that level of trust two players had when exchanging/lending gear to each others. Lastly I'd still have the possibility to create gear for friends/strangers so that will just add up to the trading experience.
No, it feels completely different. Instead of "crystals/shards" you use refinement sheets or something like that. But after selecting what you would like to craft it's just
wait till it's done. Also, you could just queue up items and go drink a tea. When you were back you had 30 new robes in your inventory.
I agree there should be a restriction. I also like your suggestion with the detection of higher tier materia. That would make it easier (for me at least) to spend old gear on GC points instead of selling it.
My idea for dismantling is that there's only a certain chance (I'd imagine 20~25%) that you get all the items out of the weapon/armor. Edit: I wanted to add, that I think that you should be able to either trade the dismantled parts of the weapon in for GC points or you could get something completely different out of the weapon. Something like a "HQ chance increased by 1~2%" item which you could add to any recipe that has a HQ version?
I have posted a question on this topic: http://forum.square-enix.com/ffxiv/t...l=1#post960032
Thank you for the reply
So with FFXIV ARR if they plan to make the gear Bound on SB, and not Bound on Equip, then it's possible that you might not be effected by this? Like you, I always equip new gear I've found to compare stats. I hope there is also the option to test them out on training dummies, to compare damage/healing, DOTS etc. That way no EXP to Spirit Bond is accumulated, so that we'll have a chance to sell/trade the gear if it proves not useful. I imagine there will be a lot of low level gear as a reward from quests, so that would be great to have any unused pieces put on the market.Quote:
What annoyed me the most in TERA was that I couldn't make money of all my gathered gear, which, as a new player, seemed off to me as I was investing all my money into crafting and felt like I could have done way better if I would be able to sell the stuff I found. I can't say how it'll be in the later levels but as a new player that really annoyed me.
You used a very good example here, as being in the field there you probably wont have the required mats to craft gear for an unprepared friend/stranger. How much is this a deal breaker, since in running the dungeon although unprepared, would a party member be appreciative to receive a chest drop? With SE moving away from the random number generator, what is the likelyhood that you could assist in that member getting replacement gear as a drop?Quote:
Yes, there certainly is a level of social interaction in creating new gear. It seems, in theory, that the level of social interaction is equal or higher but I think it is not as high as with traded gear. First off, as a crafter I wouldn't carry all the materials to make new gear with me for the rather "unprepared" people in front of a dungeon. Secondly, you will lose that level of trust two players had when exchanging/lending gear to each others. Lastly I'd still have the possibility to create gear for friends/strangers so that will just add up to the trading experience.
That's a good idea to not have Dismantling as 100% to get all mats back. It's always good to have options. If I remember correctly, when you meld a piece of materia to gear, it resets the Spirit Bond level back to 0%. So would you be happy to purchase some low level materia with 100% chance to meld a single piece, in order to sell your used gear on the market? Does this create a use for low level materia?Quote:
My idea for dismantling is that there's only a certain chance (I'd imagine 20~25%) that you get all the items out of the weapon/armor. Edit: I wanted to add, as a gatherer I think that you should be able to either trade the dismantled parts of the weapon in for GC points or you could get something completely different out of the weapon. Something like a "HQ chance increased by 1~2%" item which you could add to any recipe that has a HQ version?
I understand not everyone wants to level a craft in order to meld materia. If it's similar to Version 1, where you required a high enough level and the right craft, in order to meld materia, then that would be an annoyance. Now there was the option to "request" a meld similar to requesting "repairs". If a meld on gear also set the durability back to 100%, so it could be placed on the market, is that reasonable? Or should the gear also need to be repaired as well as melded? Does this add to the importance of crafters?
How will this work with people using mules and stuff? or will we have a limitless number of retainers / storage options.
I tend to like to keep certain pieces of gear even if I out grow them just for the future possibility that they may become usefull on a new job they implement.