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  1. #11
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]

    I think it would be great if there were some really hard recipes that needed you to farm extremely rare drops around Eorzera to craft gear with a really high crafting level. This would encourage teamwork, activate the dead economy and most importantly create content that players can complete in their own way without arrow markers spoiling the fun of discovery.

    Also this would be really cheap way to add content that is optional, challenging and makes the population a bit more interested in exploring the secrets of this game.
    (1)
    Last edited by Melodicya; 07-22-2011 at 11:51 PM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.

  2. #12
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    the whole reason for the "class" system not really working out entirely...is that it isn't FF-ish enough...so we are getting jobs for those classes...you have to remember, this is a Final Fantasy first and a MMORPG second. It would be different it it wasn't a primary FF game (numbered), but it is, so that fact is prioritized.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  3. #13
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Dubont View Post
    the whole reason for the "class" system not really working out entirely...is that it isn't FF-ish enough...so we are getting jobs for those classes...you have to remember, this is a Final Fantasy first and a MMORPG second. It would be different it it wasn't a primary FF game (numbered), but it is, so that fact is prioritized.
    I don't have a problem with the job system. I was dying to play White Mage.

    Guess what, though, I'm playing White Mage right now and it's called Conjurer and it's stupid.
    It took a fun job and made it boring as hell.

    Anyway, I also meant to say in my rant - they've already begun the process (with the lower level NMs) of shitting on Crafters. Just like Yoshida said they were steering away from Guildleves, I'm pretty sure he's going to announce one of these days (if he hasn't already) Crafters and Gatherers aren't real classes and they never meant them to be. You all will champion that, too, but in the long run it's a stupid decision.

    Involving crafters in every single instance of creating gear would have been much farking smarter. Yeah we all love NM gear and I'm not entirely against a few here and there that are Untradable, but ... well I leveled CON to 50 using gear crafters made, then the low-level NMs came out. I wore Seer's Cowl for THM from 25-50. Same with all the other gear. Sorry, crafters. Free gear > expensive gear. You lose this round.

    It's a bad call. It's stupid for the economy. Dark Matter is a good idea for inventory, but further LOL-ifies crafters. They don't even need to craft a material now, they just buy it at the store and badaboom. Now repairs have a flat rate NPC price of whatever the hell Dark Matter is and no one will (or should) ever really offer more. I used to offer 10-20k for repairs that required Jade, but nope no more.

    Anyway the Dark Matter move is semi-smart as it removes tons of inventory clutter, but the game is just crapping all over what Tanaka was building which is a world where everyone could have fun doing the thing they enjoyed most. You enjoy Weaving? Fucking go for it. Now it's pretty much your loss though cause all you are is a glorified bitch-boy repairman. "Repair my fucking NM gear. I don't want your stupid fucking hat unless you +3 that shit."

    Yeah we all want an economy where NQ through HQ+2 are complete garbage and +3 is the only thing worth making.

    That worked out so well for XI.
    (2)

  4. #14
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Seif View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]

    I think it would be great if there were some really hard recipes that needed you to farm extremely rare drops around Eorzera to craft gear with a really high crafting level. This would encourage teamwork, activate the dead economy and most importantly create content that players can complete in their own way without arrow markers spoiling the fun of discovery.

    Also this would be really cheap way to add content that is optional, challenging and makes the population a bit more interested in exploring the secrets of this game.
    Oh you mean like the NMs and recipes Tanaka made?
    Yeah, that would be cool. Too bad, though. Tanaka's game is dead.
    (1)
    Last edited by Melodicya; 07-22-2011 at 11:53 PM.

  5. #15
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    I dont understand , +1+2+3 gear is a weak way to have variety of items.
    is ok with crafted gear but drooped rare/ex gear as well? screw that-i rather have more items to choose from.

    Besides , rare /ex gear makes it so gil buyers cant have it, if is hard enough to get.

    with enough gil in any mmo you can buy your way threw.
    (0)

  6. #16
    Player
    Shipp's Avatar
    Join Date
    Jul 2011
    Posts
    263
    Character
    Shipp Atori
    World
    Brynhildr
    Main Class
    Conjurer Lv 50
    The game shouldn't make craftable gear better than drops. Neither should it be the other way around where drops make craftable gear useless. It should be a nice mix like it was in XI. Too many craftable items being needed causes crafters to corner the market like what happened in XI. If they introduce dungeons for every 5-10 levels or so with gear obtained from there, it lessens that corner to a few items.

    Edit: Typo in the first sentence. The game SHOULDN'T make craftable gear better than drops-
    (1)
    Last edited by Shipp; 07-22-2011 at 09:12 PM.

  7. #17
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Shipp View Post
    The game should make craftable gear better than drops. Neither should it be the other way around where drops make craftable gear useless. It should be a nice mix like it was in XI. Too many craftable items being needed causes crafters to corner the market like what happened in XI. If they introduce dungeons for every 5-10 levels or so with gear obtained from there, it lessens that corner to a few items.
    As long as crafting gear can always edge out ahead of NM dropped gear (not NM dropped mats for gear, mind you, but completed gear) I'm ok with that. As long as NM (completed) gear is Untradeable, I'm ok with that, too. It's just a pretty fine line to walk and already I choose shitty gear (because stats are meaningless) over better, crafted gear because I have no incentive to spend gil when I can get shit for free and wear it into the ground, throw it away and get Faction NM gear for my 50 jobs (which are neither Untradeable or Crafted, though Crafted is often equal to or slightly better than - which is kinda weird situation all around, I think).

    The game pushes crafters out of the mainstream little by little every patch since Yoshida started.
    (0)

  8. #18
    Player
    Join Date
    Jun 2011
    Posts
    710
    I don't see what's wrong with an entirely player driven economy.

    What's wrong with giving crafters some control?

    Sometimes crafters DO need some control to feel relevant in the scheme of things.
    (0)

  9. #19
    Moderator Melodicya's Avatar
    Join Date
    Feb 2011
    Posts
    71
    Hello Everyone!

    Obviously there are (at least) two very different schools of thought on the way the game should play and people are going to have disagreements, but please try to keep the conversation to the topic at hand and refrain from personally attacking other players just to prove a point. Including insults in an argument only discredits any valid points you might be trying to make. These are some helpful things to keep in mind in the future.

    For Guidelines on Forum Use, you can visit the link below.

    FINAL FANTASY XIV FORUM Guidelines
    http://support.na.square-enix.com/rule.php?id=902&la=1

    Thank you for your understanding!
    (0)

  10. #20
    Player
    Join Date
    Jun 2011
    Posts
    710
    Quote Originally Posted by Seif View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]

    I think it would be great if there were some really hard recipes that needed you to farm extremely rare drops around Eorzera to craft gear with a really high crafting level. This would encourage teamwork, activate the dead economy and most importantly create content that players can complete in their own way without arrow markers spoiling the fun of discovery.

    Also this would be really cheap way to add content that is optional, challenging and makes the population a bit more interested in exploring the secrets of this game.
    Yes, precisely. It would be nice if there was that.
    (0)

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