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  1. #11
    Player
    Zantitrach's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa!
    Posts
    173
    Character
    Zantitrach Aergahrsyn
    World
    Diabolos
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Eidolon View Post
    The Dragoons (Lore) are all about effectively fighting Dragons. Part of any combat experience, is frequently the upkeep of gear. If your armor breaks while in the field, you will be able to repair it in the interim of the fight.
    Someone who neglects this is very possible to exist, but someone who exercises the above example is equally as likely to exist. It's not unrealistic for someone to be able to repair their own gear.
    Maintenance and upkeep are a far cry different from repairing. Can the Dragoon use a whetstone to sharpen his spear? Extremely likely. Can he gather ore from an area and makeshift some rivets to put his armor back together? No. Not likely at all.
    Quote Originally Posted by Eidolon View Post
    He's an adventurer, is he not? Is there anything to imply he does not craft? Anything to imply that he does not have the capability of repair?
    OP is an adventurer is he not?........
    Quote Originally Posted by Eidolon View Post
    Further, you are taking game elements (The level of your jobs) as elements of lore. Tataru had story added to her that allowed her to weave, but nothing before that (IIRC, going by memory on this one, sorry) ishgard that suggested she should be able to repair gear.
    Not levels in the sense of levels, no. Levels in the sense of CRAFTING experience (lore wise) yes. If you pay attention to the dialogue in the crafting quests, it hits this concept wonderfully. i.e. I trust you to fix these level 5 leather boots, but not this level 38 jerkin because of your lack of experience (levels). They all talk about your “quality” of work, yadda yadda, etc.
    Quote Originally Posted by Eidolon View Post
    This goes back around to the subject I originally brought up - these things can be used to enrich the characters, using a variety of unique methods. For example, he might have a device he found while adventuring that repairs the gear - so that he himself isn't the crafter, but he has a way to do it.
    This goes back to my counterpoint, you’re asking for THOUSANDS of lines of dialogue that need to be ret conned and re worked. This is not something SE needs to invest in to fix such a marginal issue (And yes, it IS marginal. Threads of this exact nature crop up less, and have fewer supporters than the “Bring back 1.0 booty, booty slider” threads)
    Quote Originally Posted by Eidolon View Post
    I can't really agree with this. Repairing over 100% is a huge benefit, because it means not only do you get the full benefit of the repair, every single time, but you also can go longer from the same repairs than someone who repairs otherwise.
    But this ISN’T a benefit if there’s an NPC in every instance who can repair! I will 100% not carry dark matter around if I can just queue in and repair from the NPC. As you mention Inventory space is PRECIOUS, and I say that as a guy with 5 total retainers. As SOON as EVERY instance starts, I’ll just click the NPC and repair.
    Quote Originally Posted by Eidolon View Post
    I won't deny, being able to repair my own gear is a godsend. If I couldn't do it, I'd probably have been made useless a number of times in dungeons.

    Thank goodness you had SE’s implemented FAILSAFE for this type of situation……
    Quote Originally Posted by Eidolon View Post
    I can effectively consider it gil lost and profit lost if I repair at the start of the dungeon instead of repairing my gear using Dark Matter.
    If the person cared about that in this argument at all, then they would level the crafter anyway to save repair costs.
    Quote Originally Posted by Eidolon View Post
    Not all crafters are rich. Many people who - as I believe you quoted - only leveled their crafters exclusively for the purpose of repairing mid raid and hate crafting - are likely not wealthy due to crafting.
    They are not wealthy due to crafting, but from selling materials. They were all able to afford the MATS for 220 gear, and surprise I was able to craft BSM/LTW/WVR 220 gear, someone else was able to craft ARM/GSM/CRP gear.
    Quote Originally Posted by Eidolon View Post
    When I first leveled my crafters, for example, I had millions of gil. The reasons for this, was because I would do run selling (Ah, I better duck, I am sure someone will hate me for this.) - it had nothing to do with my crafts being leveled.
    I too had a few million, from gathering. Although just by leveling my crafts I tripled that.
    Quote Originally Posted by Eidolon View Post
    Likewise, I have had friends who have said, "I leveled my crafts but I'm not rich." It is all about effort, so to use one's wealth as a basis of the validity of adding this, is flawed because it does not take all playstyles into consideration.
    It IS all about effort. And if they don’t want to put EFFORT into the ONE thing they do, fighting (which requires REPAIRED gear) then they don’t deserve it.
    Quote Originally Posted by Eidolon View Post
    Actually, I have taken note of this many times, and have contested it for only two reasons:
    1) I do not believe the addition of an NPC to the start, as well as being able to request repairs, are mutually exclusive. I believe that both would be great additions to the game.
    Way too much work for SE developers to implement both solutions. One being far easier to manage (hint, its not the one adding NPC’s to every instance)
    Quote Originally Posted by Eidolon View Post
    2) This being exclusively added, means that people will need to remember to keep a stack of DArk Matter with them, as well as have someone else in the party who is able to repair their gear (So you are banking on having both of these things.)
    JUST like crafters! How fair is that! They get the BENEFIT and PERK of mid fight repairs, mid dungeon repairs WITHOUT having to level the crafting classes! All for the price of dark matter!
    Quote Originally Posted by Eidolon View Post
    2b) Should you allow the Dark Matter to be consumed from the requested players inventory, then you will likely see more hesitation from others about this because of the fact that they are effectively "Paying" a player to repair their gear, and if you add in the ability to pay them gil, you have created a scenario in which money can be moved between servers. Even capping it off, it wouldn't alleviate this concern that was also mentioned in the topic.
    Why on earth would there be payment. There’s no payment for melding. Don’t arbitrarily add it to the system.


    Quote Originally Posted by Eidolon View Post
    How should I say this -
    I am not trying to put words in your mouth, but your suggestion is moreso that we don't need failsafes because people should be accountable for it. While this is a great thing in theory, it is very poor in practice. That is the point I want to make to you.
    No, its still great in practice. It helps instill responsibility, thought, and care into people. The same reason in the real world employers prefer it if you have a good work history, or have attended college. It means you have to put in EFFORT in a TEAM (game in this case).

    Quote Originally Posted by Eidolon View Post
    If you take away failsafes, you create a scenario that is far more dangerous
    The failsafe IS to level a crafter and the ability to repair. No one is advocating to take it away. The failsafe is already there. We’ve advocating adding an addendum to that failsafe which is to carry dark matter.

    Quote Originally Posted by Eidolon View Post
    Currently, a DoH:
    1) Is very useful in terms of end-game raiding, especially in the initial parts of it. Most cutting-edge raiders, world firsters, etc, were using crafted gear, because it was Uncapped (unlike the raid content we had, which I personally hate, but it is an undeniable benefit)

    This happens once, maybe twice. Its been, what 8 months since HW launched and crafter’s were finally able to contribute to the raid scene with something besides potions/food?
    Quote Originally Posted by Eidolon View Post
    2) In theory, COULD have lots of money from their crafting (Though this is not garunteed, it is a potential benefit of it)
    And fighters could have millions from running content (Your aforementioned selling raids for instance *though this is not guaranteed, it is a potential benefit of it)
    Quote Originally Posted by Eidolon View Post
    3) Is capable of repairing anywhere, anytime, at a cheaper rate, above 100%.
    Agreed, the only perk. Although I still say it’s a marginal one if you’re a crafter.
    Quote Originally Posted by Eidolon View Post
    4) Have more immediate access to new items, due to being able to make them themselves. Crafters, those who make it, for all intents and purposes have "First access" to all new glamors. Followed by those with large wallets. Followed by the common players when the prices fall. Take for example, Thavnarian gear - it was originally millions of gil. I helped people farm it and make it as a crafter.
    Fighter’s have equal “first access”. The big name crafters on Diabolos for instance, Dev, Rahl’s, Grabbyhands, Sino (people who craft and not fight 90% of the time) don’t have time to do things that require large time sinks. Take for example(yours), Thavnarian gear, which required drops from maps. Take for example bardings, or house furnishings that require primal drops and etc. If we’re talking casuals, take for example the Coffin Lid (Mhachi Coffin) from Void Ark. Real crafters do not have the time to run hundreds of void arks for the off chance it drops and the off chance they’re able to roll on it.

    Quote Originally Posted by Eidolon View Post
    I can concede that it might take some creativity, but in that creativity, we create more depth within the world.
    To me, that does not take away from the world. That only adds to it. Can we come to a consensus on that?
    Yes, it would. However it also taxes the SE development team for stuff the MAJORITY of players would rather have them work on, new content and etc.
    Quote Originally Posted by Eidolon View Post
    Does that satisfy for an answer to it? I do not want to say "They use it" or "They do not use it", because contextually speaking there is not any evidence (As I recall, please cite if you have a source that suggests otherwise!) that they do it one way or the other. All we have is situational evidence, which in a court of law, would really not hold up. I'd prefer to avoid it here, on both ends.
    While yes, there’s no clear cut “I use/don’t use dark matter” there is actual a huge amount of evidence to suggest they do not. The multiple broken items/gear throughout the storyline for plot purposes that can never be fixed with a simple dark matter (broken ships/items/relics/gear/parts). FFXIV says this about dark matter
    It has recently been discovered that this substance of unknown origin has the faculty to assimilate with other forms of matter, effectively restoring them to their original condition.
    It then varies an addendum of “common materials” to “This specific grade of dark matter has been shown to bond best precisely crafted items made from high-quality materials.” If it was as simple as using dark matter (which does not specify weapons/armor/rings/etc) then Mor Dhona should have been rebuilt in days, same for Idyllshire and etc.
    (4)
    Last edited by Zantitrach; 03-23-2016 at 09:56 PM. Reason: Wall of Text