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  1. #11
    Player
    DoctorPepper's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominza
    Posts
    922
    Character
    Doctor Pepper
    World
    Cactuar
    Main Class
    Samurai Lv 70
    Personally I would love it if they made all of the caps and lockouts job specific. For example, being able to do 450 tomes per job and do WoD/Coil once per week per job would be the best middle ground.

    This type of system would satisfy both sides the most, it would still be impossible to fully gear up a single job instantly and the people who want to play multiple jobs would have the option to do so.
    (4)

  2. #12
    Player
    AsahinaMyLove's Avatar
    Join Date
    Oct 2014
    Posts
    751
    Character
    Asahina Karayami
    World
    Siren
    Main Class
    Botanist Lv 90
    The cap limit on tomes, weekly lockout.. We have it so no-lifes (playing all the day and probably eating fatty junkfood) dont hit newest released higher ILVL in 1 day. <-<

    Im glad we have those have limits! I has sometimes no time to play to get even just all 450 poetic tomes!
    (3)

  3. #13
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Dante_V View Post
    Well I'd imagine the tome cap is so people don't blow thru the content in a couple days. It creates a pace for progression. Isn't face rolling content in one day one of the things that you dislike?
    i DO dislike facerolling through content, but i rather have a challenge that takes time and is fun to do therefore making it last longer VS facerolling and blow through content.
    People finish the content same fast on day one. That is per se bad design imho. If we need the tome cap that tight in the first place then there is obviously not enough content available on their side. If you just put the new content together with each patch, take away the lvl grind and some stupid prolonging travels that are there only to give you the feel of a "long mission" then it is so short, you would need 30 of them to have a proper "normal pc game" which is a rip off if you ask me. And yeah i will speak with my wallet if 3.0 goes the same way.
    (0)

  4. #14
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    If there wasn't a cap, I'd be able to grind more for sure. But I could also gear up more jobs quicker, and be more flexible in raid content. And there would likely be a lot more players available and looking for statics, sense they have better gear. But I guess if they did this, then they would want to balance it and make ironworks gear cap at lv 120-125, that way you still actually have a reason to do coils. A lot of people just aren't that flexible with other jobs, mainly because they spent most there time slowly gearing up their main, and now they still have the gate/cap preventing them from gearing up maybe a 2nd job they are interested in. I will admit that gearing up is a little smoother, in light of WoD. But it's still slow imo.
    (0)

  5. #15
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by DoctorPepper View Post
    Personally I would love it if they made all of the caps and lockouts job specific. For example, being able to do 450 tomes per job and do WoD/Coil once per week per job would be the best middle ground.

    This type of system would satisfy both sides the most, it would still be impossible to fully gear up a single job instantly and the people who want to play multiple jobs would have the option to do so.
    I'd rather have it based on the role. 450 for tank, 450 for melee, 450 for caster and 450 for healer, reason being, many jobs share gear, allowing you to gear jobs double the intended the speed. Some jobs (DRG, MNK, NIN, maybe MAC?) would get the shaft with this, though.

    But well, at least Alenxander will have a different loot system than Coil does, so at least there's something.
    (6)

  6. #16
    Player

    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,201
    I just wish they removed tomes, and dungeons would be the only place to get drops. And every dungeon should have drops that is good in specific situations in raiding. Say, movementspeed+ and say raid boss 2 needs you to move really really fast for some reason. So to beat that boss or to at least make it easier, the raid needs some of the movementspeed gear.

    But nobody likes my idea because they would rather do same 3 dungeons over and over so they dont get screwed by RNG.

    I mean doing a dungeon for a drop is so fun, doing a dungoen just to complete it to get the reward at the end is so so boring. Nobody cares whats inside chests anymore except in raids and primals. Dungeons need to be more fun
    (4)
    http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)

  7. #17
    Player
    Mindylou's Avatar
    Join Date
    Feb 2014
    Posts
    263
    Character
    Hot Lips
    World
    Hyperion
    Main Class
    Conjurer Lv 69
    im happy with the current set up.
    (0)

  8. #18
    Player
    Wobble's Avatar
    Join Date
    Mar 2011
    Location
    GRIDANIA
    Posts
    1,343
    Character
    Wobble Wibblewobb
    World
    Balmung
    Main Class
    White Mage Lv 60
    Weekly/Daily caps = Subscription security so highly unlikely they will lift them.
    (2)

  9. #19
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Risvertasashi View Post
    So then, OP... what would you suggest to actually improve the system, without throwing the baby out with the bathwater?
    the cap is far too low for a game that advertises multiple/all jobs on one character.
    They can have the cap per job. I don't see a problem in that.
    then people with less time and focusing on one job, will still be able to do what they used to, the people with more can actually put good use of the system and play more then 1 job.

    They can create a bigger variety of content(also longer), so people dont rush them in 10 min or speedrun it. Provide dungeons with more random encounters, just make it harder. By harder i dont mean stupid dps-checks which are only beatable with certain gearlvls. That is as well poor, lazy design. - Odin fight? lol it's the prime example of that mechanic.
    (2)

  10. #20
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Kiara1 View Post
    I just wish they removed tomes, and dungeons would be the only place to get drops. And every dungeon should have drops that is good in specific situations in raiding. Say, movementspeed+ and say raid boss 2 needs you to move really really fast for some reason. So to beat that boss or to at least make it easier, the raid needs some of the movementspeed gear.

    But nobody likes my idea because they would rather do same 3 dungeons over and over so they dont get screwed by RNG.

    I mean doing a dungeon for a drop is so fun, doing a dungoen just to complete it to get the reward at the end is so so boring. Nobody cares whats inside chests anymore except in raids and primals. Dungeons need to be more fun
    People care for glamours, but without a horizontal progression system and or an interesting buffing system this will always be true. Buffing system like obtain the ilvl 40 movement speed loot and upgrade it to ilvl 130. General problem with horizontal is that you need /a lot/ of end game content on the same level or a few on very slow release ("5 months to obtain x"), so I suppose a buffing system could get around both of those lol.

    I do not like to be at whim of the RNG, I do not find that a source of fun (though I see a system that limits "wins" as useful) - in 1.0 I had done the primals so many times yet due to RNG of drops I never got a weapon (minus Garuda) and I did not feel good about it. The issue of RNG on items is not incurable though, just may take extra system resources (like tracking failures to obtain and modifying roll/item drop rates accordingly).
    (0)
    Last edited by Shougun; 02-28-2015 at 01:57 AM.

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