Results 1 to 10 of 236

Dev. Posts

Hybrid View

  1. #1
    Player
    NotoriousZow's Avatar
    Join Date
    Jul 2011
    Posts
    71
    Character
    Notorious Zow
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    The myth cap does not make the armory system useless at all, it just slows the acquisition of gear. It creates a sense of progress and adds balance to the whole progression scale (even if it is some false sense of progress imposed by a restriction). I much prefer this restriction than a restriction of having to play a specific job just to earn tomes for that job. no. no. no. no. I really hope SE does NOT put this in place. It may work in a game where you can only play one job/class per character, but in a game with an armory system it strips away freedom and makes party play more restrictive and limited. No thanks.
    (0)

  2. #2
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by NotoriousZow View Post
    The myth cap does not make the armory system useless at all, it just slows the acquisition of gear. It creates a sense of progress and adds balance to the whole progression scale (even if it is some false sense of progress imposed by a restriction). I much prefer this restriction than a restriction of having to play a specific job just to earn tomes for that job. no. no. no. no. I really hope SE does NOT put this in place. It may work in a game where you can only play one job/class per character, but in a game with an armory system it strips away freedom and makes party play more restrictive and limited. No thanks.
    It's not the cap itself that makes the armory system useless; it's that the cap applies to your whole character and not to each of your character's jobs.

    As for your previous commentary, here's what I said just above it:

    Finally, to address the notion that "if the cap was per job, I would be forced to play a specific job in order to gear said job". Well… ^^; … you're entitled to your own tastes, but doesn't that seem more logical to you? That you need to use a specific "asset" (here, a specific job) in order to be more powerful/efficient with the asset in question? How is it logical that your tanking gets better when all you do is use a healer?

    Think of it this way: I don't get better at maths when I read history books, I get better at maths when I actually learn and do maths.

    Of course it's nice, it's comfortable to be able to gear all jobs only playing one, but it's certainly less logical than having to use a given "thing" to get better at that very "thing". It would be great to get better at maths when reading history books as well, but it just doesn't work that way. And let's not even talk about "player skill" when you gear up a tank by playing another role entirely. It's just how MMO's work: I play a tank, my tanking character gets "better" (geared), and I as a player get "better" (skilled) at tanking. I play a healer, my… oh you get it.
    Again, it makes way much more sense to have to actually use and play a job to gear it, than to be able to gear all of them only playing a single one. That would be more logical, and it would give much more sense to the armory system overall.

    Finally:

    Quote Originally Posted by Shiyo View Post
    If you do not understand the complaints about the armory system and tome caps, please refer to this thread here:
    http://forum.square-enix.com/ffxiv/t...ory-job-system.

    Also, let's please keep the discussion for this issue all in a single thread(preferably the one linked) so it's easier for SE to see all our complaints about this issue in a single thread. It's how the japanese do it, more organized and easier to read.
    What Shiyo said, 100% agree. On a side-related note, it would be great if moderators here would actually merge similar topics, that's just good practice on a forum.
    (Sometimes people don't take the time to research prior to posting, or can't find specific threads, therefore that's why moderation is required: not only to discipline but also to curate and organise a forum.)
    (1)
    Last edited by Alcyon_Densetsu; 11-12-2013 at 07:39 AM.
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  3. #3
    Player
    C-croft's Avatar
    Join Date
    Sep 2012
    Posts
    907
    Character
    Cloudcroft Ieyasu
    World
    Goblin
    Main Class
    Marauder Lv 52
    Quote Originally Posted by Alcyon_Densetsu View Post
    What Shiyo said, 100% agree. On a side-related note, it would be great if moderators here would actually merge similar topics, that's just good practice on a forum.
    (Sometimes people don't take the time to research prior to posting, or can't find specific threads, therefore that's why moderation is required: not only to discipline but also to curate and organise a forum.)
    Speaking to this. The devs already stated they will not be changing anything in regards to the amount of myth tomes you can pick up... Shiyo's post that s/he is self promoting has become moot.

    http://forum.square-enix.com/ffxiv/t...=1#post1463519

    EDIT: Maybe not completely moot, but the myth cap per job is a no. The only thing you have going for you is the reduction in tomes per item later down the road.
    (0)
    Last edited by C-croft; 11-12-2013 at 09:02 AM.

  4. #4
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by C-croft View Post
    Speaking to this. The devs already stated they will not be changing anything in regards to the amount of myth tomes you can pick up... Shiyo's post that s/he is self promoting has become moot.

    http://forum.square-enix.com/ffxiv/t...=1#post1463519

    EDIT: Maybe not completely moot, but the myth cap per job is a no. The only thing you have going for you is the reduction in tomes per item later down the road.
    I know, I read that.

    But still, I'm of those fools who thinks making a good case can help finding better solutions, convincing people (read: fellow players but above all devs) that there can be "a better way". Or at least discuss it, consider the limits and flaws of a given choice and try to improve on it —I don't pretend to be right, but I certainly like a logical and reasonable discussion based on actual, humble, sound arguments.

    I don't know of any game design that was perfect from the get-go (especially void of feedback, only tested at the office among fellow in-house devs), but I do know of game designers that strived to do better, listened to players feedback, and re-worked some aspects of their game again and again until they found a "sweet spot". SE said they would listen, and they already changed a few things in ARR since launch, so I'd rather believe they can still amend (even revamp) flawed designs that objectively don't fulfil their initial premise.

    This isn't a game-breaking issue since there's a workaround known by everyone (roll another character), still it certainly tarnishes the interest of the whole armory system; but granted, there are more pressing issues such as the one we must not speak of.

    Anyway, thanks for the pointers.
    (1)
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”