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  1. #61
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
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    Character
    Jinko Jinko
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    Moogle
    Main Class
    Arcanist Lv 80
    What you are asking sounds like a lot of extra work for the dev team to achieve an almost similar goal.

    People keep bringing up the lack of stat not working, well didn't yoshi-p say this is being addressed with the battle system and is currently being fixed ?

    It sounds like some people can't be bothered to manage their inventory space, don't care about the classes gear (your words from above) or just want everything handed to them.

    Just sounds lazy too me.

    As Rutelor said above limitations are added to any game to make it more interesting.
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    Last edited by Jinko; 05-07-2011 at 12:56 AM.

  2. #62
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    Quote Originally Posted by Dubont View Post
    Honestly, I don't know how long you played other MMOs, but every MMO revolves around gear and every MMO has had a very large social environment. 14 does not. 14 is also the only MMO that relies this heavily on crafting and doesn't put any emphasis on ANYTHING regarding other players other than "I have this item that I found. Make it into this item for 200k." At least in 11, you could get gear off of higher level mobs that COULDN'T be bought from some price gauging low life. 14's downfall is that it has too many differences when it comes to every other MMO. The lack of limitations is one of these downfalls. A game without rules is a boring game.
    This is just the problem though! Games of the future should involve immersion, not convention. Gear systems are cute for games like FFIV where you raid dungeons and turn Cecil into a walking Abram's Tank that spouts of White Magic like it's nobody's business.

    I have played a wide variety of social games, as well as RPGs and find that the only reason we cling to gear being a large portion of our play... IS BECAUSE DUNGEONS AND DRAGONS DID IT. But for me, super-awesome gear that only "top-tier" players can unlock lost it's novelty before WoW ever hit the shelves. My favorite example is Conquer Online, which at one point was an amazing Kung-Fu Diablo where I ultimately became a healer who carried a massive poleaxe. But in Conquer, gear was ALL that mattered, and that really took away from it's playability as the game was developed (and then turned into a cash cow).

    If most gear serves for much more than DEF/RES and aesthetic choice, then it has a tendency to limit design potential. The old gear system is just something that XIV can do without
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    Last edited by Augury; 05-07-2011 at 01:04 AM.

  3. #63
    Player
    Jinko's Avatar
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    Jinko Jinko
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    Moogle
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    Arcanist Lv 80
    Quote Originally Posted by Augury View Post
    This is just the problem though! Games of the future should involve immersion.
    What about the immersion of doing you best in a make believe world.

    Say for example someone levels their CON to 50 and finally gets to wear the currently crafted end game gear, hes just made progress and feels good about it, he then turns around there is a lvl 1 noob CON wearing exactly the same thing, doesn't this spoil his immersion and sense of achievement ?
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  4. #64
    Player
    Razzle's Avatar
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    Mar 2011
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    Character
    Razu Erisu
    World
    Omega
    Main Class
    Conjurer Lv 70
    thats what i mean by SE listening to players = SE ruining the game

    the equipment we had until the last few updates were just fine. the game is NOT designed to have class specifc equipment

    the only people who disagree have like 1-2 classes at 50...

    Once you get 3-4 classes at 50, it gets REALLY annoying having to carry and maintain everything...

    You wanted class specific equip- there, you can have it, have fun carrying 5 types of shirts, 5 types of pants, 5 types of gloves and 5 types of shoes...
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  5. #65
    Player
    Physic's Avatar
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    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    yeah essentially managing inventory for multiple jobs is a bad deal, and yet the system makes it so you will want/need to level multiple jobs. They actually had this system in place earlier in alpha, but it was insane to try to level multi jobs, and switching fast was horrible.
    I dont think this issue should have anything to do with stats, if you mean me, i was refering to the fact that if you equip gear that is under level, or non favored, you suffer a blow to the gains, that makes it even lower than something close to your level. So stat wise, there is no advantage to cross class gearing, in fact i never do it on any job im taking seriously. So this becomes a problem of goals, not really stats.
    Also a lot of people do not realize that they are taking a hit to the items base stats, because in the big comparison window, it looks like your gear is better, its only when you look to the actual attributes of your charachter do you see that you arent getting the real stats of the gear you put on. I see people on the forum still saying you get full benefit from higher gear, which is not true.

    Basically, i am one of those people who dont really want to spend an insane time managing inventory, or buying gear for every class when im just messing around on it. but there are a lot of people like me, and remember when the game goes live YOU WILL PAY FOR INVENTORY every retainer will cost a dollar. making a system that seems to force you into needing 3 or 4 retainers just sounds like upping the monthly cost by 3 or 4 dollars.

    A solution like i suggested, i really dont know how hard it will be to implement, in theory it shouldnt be that hard, the models are already made, and they already have routines that look at your level, job and compare them to the requirements, and then implement a change. If it is super intensive, maybe not, but i think its better than the you need gear for everysingle job you mess around on, remember your supposed to be gathering crafting and doing multiple jobs all the time in thier vision of this game, really look at the amount of inventory youd need for that, its insane.
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  6. #66
    Player
    Jinko's Avatar
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    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Razzle View Post
    thats what i mean by SE listening to players = SE ruining the game

    the equipment we had until the last few updates were just fine. the game is NOT designed to have class specifc equipment

    the only people who disagree have like 1-2 classes at 50...

    Once you get 3-4 classes at 50, it gets REALLY annoying having to carry and maintain everything...

    You wanted class specific equip- there, you can have it, have fun carrying 5 types of shirts, 5 types of pants, 5 types of gloves and 5 types of shoes...
    God damn we been over this, give each class its own gear inventory, it is separated from the rest of the inventory and is automatically equipped when you switch the class. (along with stats and actions)

    Yes it requires you to manage multple sets of gear but thats just the way the game is.

    Of course the chance of you reading this is minimal as it was already suggested previously, so I duno why I am bothering.

    remember your supposed to be gathering crafting and doing multiple jobs all the time in thier vision of this game
    That was actually Tanaka's vision for the game, there is nothing to say that Yoshida has the same plans.
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    Last edited by Jinko; 05-07-2011 at 01:12 AM.

  7. #67
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    Quote Originally Posted by Jinko View Post
    What about the immersion of doing you best in a make believe world.

    Say for example someone levels their CON to 50 and finally gets to wear the currently crafted end game gear, hes just made progress and feels good about it, he then turns around there is a lvl 1 noob CON wearing exactly the same thing, doesn't this spoil his immersion and sense of achievement ?
    That's kind of jumping the shark- I'm not saying to give new players access to all of the gear available, or that no gear should supply purely bonuses, but I think those gears should be invisible. Ontop of that, there would be no "endgame gear" to identify new or salted players by, just similar choice in appearance. I don't think this would ruin immersion either because the separation of being powerful and looking powerful allows for more dynamic in player choice
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  8. #68
    Player
    Physic's Avatar
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    Character
    Bladed Arms
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    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Jinko View Post
    God damn we been over this, give each class its own gear inventory, it is separated from the rest of the inventory and is automatically equipped when you switch the class. (along with stats and actions)

    Yes it requires you to manage multple sets of gear but thats just the way the game is.

    Of course the chance of you reading this is minimal as it was already suggested previously, so I duno why I am bothering.
    this would infact be an intensive task, it would require reworking the database, and creating some more UI, also people would need to be able to check it and probably want to be able to change it. Also it would up peoples inventory greatly, which i dont object to, but it might be something they dont want to do. Also when this gear isnt counted in your inventory where is it? will i need to buy multiples of the same item for different class/sets? How will that factor effect managing the database?

    I wouldnt really mind it if that was the system, id prolly just get some cheap gear for classes i dont care about, and never upgrade it, but i think your mistaken if you think its an easier task. Of course i could be wrong.
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  9. #69
    Player
    Jinko's Avatar
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    Jinko Jinko
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    Moogle
    Main Class
    Arcanist Lv 80
    Physic, do you even read what Yoshi-p said in his posts ?

    He said they are looking at a faster method to macro both gear and skills in when changing class, we can only assume with the removal of physical levels that stats will be incorporated into that.

    If he is going to half ass this then he may aswell not bother, so yes take the time make a separate UI for changing between classes.

    Yes you prob would have to buy multiple pieces of gear for seperate classes, as you say you could just buy the cheap stuff, but obviously if they fix stats then that may not be an option.

    The inventory/gear change system could work similar to how Erza Scarlet uses reequip magic in Fairy Tail Image

    Obviously it would have to be a short few seconds of animation, better than the currently blinking effect we have right now. :P
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    Last edited by Jinko; 05-07-2011 at 01:26 AM.

  10. #70
    Player
    Physic's Avatar
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    Bladed Arms
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    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Augury View Post
    That's kind of jumping the shark- I'm not saying to give new players access to all of the gear available, or that no gear should supply purely bonuses, but I think those gears should be invisible. Ontop of that, there would be no "endgame gear" to identify new or salted players by, just similar choice in appearance. I don't think this would ruin immersion either because the separation of being powerful and looking powerful allows for more dynamic in player choice

    I really dont think having no visual gratification for getting high level is immersive, to the high levels, or the low levels. I think its a good option to be able to control your look based on what you like, but this option should also be level related, give people a reason to want to get high level, give them something to do. Making strong people look strong is part of a fantasy setting imo. The knight with who stole the sword of the gods should have a sword that looks like he stole it from the gods, and the guy who did not, should probably not visually look like he stole the sword of the gods, when he is getting owned by level 1 rarabs.

    to jinko, na i didnt see anything mentioning macroing gear change into jobs, i did see the skill thing, of course that was something they claimed to be working on from even before release, so i dunno when we ll see that.
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    Last edited by Physic; 05-07-2011 at 01:19 AM.

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