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  1. #1
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Alerith View Post
    Most MMO games I've ever played that have levels have always had level requirements for the gear. This is nothing new, and honestly most of the playerbase see's it s a normal thing.
    Gods forfend FFXIV dare have a somewhat unique feature that, if well implemented, works well and makes sense within the context of a game that encourages players leveling multiple classes and changing between them. I know we're all sorta traumatized with the whole "trying to be different" issue from the original FFXIV, but throw me a bone here.

    Quote Originally Posted by Alerith View Post
    The Optimal system was functional, but it wasn't ideal. When you had a level 25 GLA running around in level 50 armor, then getting their face pounded in from a lack of defense, the problem was evident.

    Since the patch, I have noticed a sizable increase in player survival and performance, all due to players now actually using gear for their level.
    An "evident" problem with the player, IF the UI easily displayed the penalties. Again, not a problem of the system itself, same way a level 50 player wearing a level 25 required armor isn't a "problem of requiring levels for gear"; Clearly show the penalties, and any player with more than 2 brain cells won't do that, unless he simply doesn't care about the stats.

    Quote Originally Posted by Alerith View Post
    Also, I think crafters are doing a bit better now because people are actually buying more variety in gear because of this.
    That's something I cannot deny nor confirm, seeing as I'm not a crafter myself.

    Quote Originally Posted by Tsuga View Post
    The "favor system" doesn't work as well as designated gear because a) it's more confusing to newbies/less streamlined or easy to explain and b) it's harder to balance for the devs. Pretty much any gear that is worth a damn is going to be class locked, because it's easier for the dev team to balance how future gear will scale.
    a) How hard can it be to grasp this simple concept: "Wear something below your optmal level, get weaker stats"? Put a simple tutorial about this, and as long as newcomers don't mash X when it pops up, they can understand .

    b) I agree that more important gear should be class locked, but with the recipe revamp, pretty much EVERY gear is class required or downright useless. Is it really so hard to make a few general purpose pieces to be used when leveling multiple clases? We're (or, at least, myself) not talking about end game gear.

    Quote Originally Posted by Tsuga View Post
    I don't know about you, but I'm tired of looking at the wards, seeing five things that "favor" my class, and wondering what the hell I SHOULD be wearing. This applies more to DoH and DoL for me, but I have this problem with belts, shoes, and pants on my DoW and DoM classes. The "favor" system was confusing, and pointless to anybody who wants to wear gear that works for their class.
    Grab the gear that gives better stats for your class / role...or is it too hard to see that between the belt with +5STR and the one with +5INT, the INT one is better for your mage? Does anyone really need to see a "Requires: Discipline of Magic" to know that?
    (5)

  2. #2
    Player
    Tsuga's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    440
    Character
    Tsuga Lem
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by AdvancedWind View Post
    snip.
    Why should we need tutorials to know how gear works? It should be self explanatory. The problem with the old system is that it was in no way self explanatory, just like the wards are in no way self explanatory, just like leves are in no way self explanatory. If you need tutorials for the most BASIC of features in the game, then those features are broken, and not streamlined. I should not need to micromanage every little stat on every single piece of gear and between a handful of pieces that are "recommended" to me to know what is good for the class that I am currently playing. The old system was too cluttered, and too misleading. It was not user friendly and so it is getting abolished.

    Honestly, I spent an hour last night explaining systems to a newbie that should be self explanatory as functions of an RPG. When you try to reinvent the wheel, it usually doesn't work. It's not innovation, it's clutter, and I'm glad they're getting rid of it.

    If you want to wear whatever for aesthetics, then I'm all for an aesthetic gear tab (ala, where you can equip anything to simply change your look, but not stats). But wearing the same gear across levels and disciplines is pointlessly complicating what is currently a streamlined system.
    (0)
    Last edited by Tsuga; 10-19-2011 at 04:15 AM.