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  1. #1
    Player
    Ama_Hamada's Avatar
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    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80

    A consern about space efficieny since stormblood is not getting enough space increase

    This is my view now, with the items we have been bombarded with, like the count to craft things and what we need to function, along with glamor and pvp gear? You would need to have on hand items to be 200 with 50 armory space. The reason for this is because you left out increasing space for heavensward , giving us 3 new jobs. So not only do you need to make up for what we did not get in heavensward, but enough to function in the future. This increase does not fulfill that.

    So with that in mind I want to give ideas on space efficiency.

    (taken from post 188, I think it is the biggest point out now, glam log)

    1. Glamor log
    FFXIV would befit more say wow's glam log (I know it has been bought up here but not the next thing) or what runescape does. They put gear into an interface, the item wont be an item anymore but a perm glam item for anything.

    2. get rid of grade 1, grade 2, etc of everything.
    Gathering lost its value for gathering for catalyst by now so I just do not see the point. Repair though matter does not cost enough to act as a sigificant money sink so why not change how repairs work? It would be nice to have repair matter to reflect the level but if you can't give us the space we need, get rid of it like the prisms, same for the matter used in melding.

    3. less item gain while gathering
    think 1.0, slower item gain, slower gathering rates but more exp per hit then now. If you do decrease item gain, that means you need to decrease the amounts needed per craft, like to make a Mythrite Ingot, you need 4 Mythrite Ore and a Mythrite Nugget, and that requires 5 sands. This is how you give unnecessary item bloat and it needs changing.

    3.b. If the above can't be done, an alternative would be increase stack size. Why only 99??? when you need 5 sands to make something, that result is only 19 off a stack and that result may need 3 of those to go into a single item

    4. Fix CUL:
    We do not have enough space (we are not getting enough increase) to fulfill all the items need for this, you need to reduce the amount of unique items per recipe. Keep in mind you are not giving a big enough increase to cover both HW and SB, so this will be needed. All other crafts was fixed in this manner from 1.0 to 2.0 but CUL, why?

    5. Get rid of ores and other materials that only have one specific use.
    A good example is specifically the Macuahuitl type swords using ONLY Obsidian type ores (and sometimes guns). Get rid of these ores. It is item bloating we do not need.

    6. Reduce the need to have more then one result of a craft:
    I know cooking needs it and some ALC but not everything does. A good example is Camphor to eikon leather/ Hemicyon Leather. instead of result of 3 Camphor to be used to make 3 leathers to use in 1 gear, make 1 Camphor to be used in ONE LEATHER to be used to make a gear (meaning 1 leather per gear not 2/3). To compensate the other materials, just make them cost more (meaning increase the seal cost of Dubbin.)

    7. 3 or 4 retainers should be free, not 2

    We been paying too much for too long for space shortcomings, cut us some slack please. We should not have to pay double our sub to make up for a shortcoming in the game.

    8. Retainers cost too much:
    No reason paying/renting for 6 retainers should cost as much as my sub. (so it is like paying double your sub just because of a short coming to game design)

    9. Better battle gear sub stat efficiency:
    Currently how say BRD and MCH share gear, both require different amounts of skill speed. So if someone wants to BiS both jobs, they really need to look into how to spread the gear around since you can only hold one type of gear. So in a sense this increases item bloat, not decrease it and at the same time puts stress on players trying to figure out how to gear. There is several ways to address this:

    9a. Remove parry and accuracy from the game. They are for the most part useless and for accuracy, used for like 10% of the game. With the limited options we get for itemization, getting rid of these 2 stats with help matters.

    9b. simply have all jobs have its own sets and adjust chest drops appropriately.
    This also allows people to have different glams for different jobs easier. Example, why should my SMN look the same as my BLM? I need collect gear from different sources to split them.

    9c.:
    Quote Originally Posted by Shurrikhan View Post
    Quote Originally Posted by Naunet View Post
    I'd really rather not sacrifice armor appearance variation - especially as I still hold out hope for a more comprehensive glamour system. xD
    There's no need to sacrifice anything though. From the start, make dungeon gear dyeable. There, you've now got the likeness of the striking/scouting or scouting/aiming distinction in most cases. But atop that, allow for variations of each set. You can have your Noct fending with its silly little shoulder additions, your Dreadwyrm or Creator sets with their buttwings, or not. Similarly, where Scouting, Striking, and Aiming did vary before, you can have a version with the half-cloak added over the side (where that's the only difference between, say, Midas Striking and Aiming), throw a cloak over the whole thing (Creator striking vs. scouting) etc. Same item, quickly swapped appearances. Unless a more comprehensive glamour system also includes cross-class glamours, I feel like that'd add a fair bit more freedom than any glamour revision, and would reduce the item count despite that.

    In the end, it just turns into a question of whether you want to farm 4-5 items (caster-cloth, healer-cloth, melee-leather, ranged-leather, tank-plate, melee-mail), or 7 (tank, healer, caster, ranged; monk, ninja, dragoon). The appearances don't have to be any part of that decision unless you want to cry imbalance if one roll ends up having an extra appearance available than another.

    Quote Originally Posted by Ama_Hamada View Post
    Because 1 set of 270 gear etc and the fact different classes use secondaries differently, and no one wants parry.
    Except a piece of gear doesn't necessarily need to have the same stats when equipped by one job as when equipped by another. It's been the case thus far, but there's no reason why matched stats should be impossible.
    Alternatively, they could balance their secondary stats a bit so it isn't always "Crit is god, except to BLM, where it is merely king"...
    Also, isn't there a larger issue with crossing armor classes in the first place than secondaries? Even if we were to move the added Stamina modifier from the fending gear to the tank classes themselves, we'd still be looking at increased defense on the Fending left-side gear.

    Quote Originally Posted by Ama_Hamada View Post
    I want to be able to have each job have its own glam and I have 2 friends that do this, both having all 60s, (well one is all 60s and short PLD, but both have a different glam set for each job)

    Ideally, I would think that each glamours should always be applied to the slot, not the gear itself, and on a job-by-job (or class, apart from SCH/SMN) basis. Each job should have, say, 3 images available to each of its slots, with 3 glamour "sets" available for quick swapping/matching. Glamour prisms are consumed to add an item to the bank of 3 images per gear slot per job, or, if those slots are already full, to replace another image. By default, any other images saved on any other job that your current job meets the level and class or job requirements for will be shown in your image slots. (Swap from a glamoured level 40 Warrior to a newly gained Paladin and it's no problem; you'd immediately see the applicable (even if incomplete) sets from you warrior in addition to your native/unglamoured set/look.) Moreover whenever you spirit-bind an item, you have the option via a right-click (notification once out of combat following the spirit-bind) to save its image to your glamour bank (replacing another image if the bank is full).

    If that doesn't give crafters enough to do, then additionally charge a generic mirage prism that any crafter can make (99 stacks ftw) each time you swap sets, rather than having actual on-the-fly freedom to swap between up to 3 images per slot per job, wherein sets are just a convenient function in the same way physical gear sets are now.
    10. Rings:
    Can something be done to rings? Why do we only get 1 unique ring item for 2 slots? and they share the same armory.

    11: FSH bait:

    Right now with everything else considered, I really hate fishing because of simply having item bloat for the bait. Can we just have a bait tab or something?

    12: Beast tribe currency/ any currency that fills space. (or quest items like you need x drop from a fate)
    Key item/currency tab. (count all the different currencies in the game including alex parts, all this can be reduced, Those Void ark coins? mico tomestone? gobcoat? gobtwine? totems for mounts, fate items like Proto Ultima Exoplating, heat shielding for weekly) all these fall under as currency. Put them in a currency TAB!

    13. FC chest.
    Is there a reason we have not got some kind of upgrade with the FC chest? It is the same size since 2.0 yes? Our FC chest is now missing upgrades from 3.0 and now moving to 4.0. Just like all our inventory issues, we are going though 2 full expansions with little to no addressing.

    14. Housing items.
    We are given a lot of rare housing items that we can't simply toss out. We need a space to put this in, and the retainer rent is too much RL money and not enough room for this purpose.

    15. Increase our currency cap:
    If you insist of keeping us bloated, at least increase all our caps, for example cent seals should cap at 4k, like allied seals, so we have room after getting enough 6 L books (3k cost) to upgrade something. Having the ability to streamline item use would help. This also means 1000 red script cap, 500 is way too small, along with 11000 lore cap so we have the ability to buy all the umbrite we need at once.

    16. Item/retainer management.

    This needs to be improved, desperately. I really hate crafting at times because of the time it takes to pull items out of retainer x, then got to click on retainer y. Also there is menu bloat on these retainers, a lot of menus are not needed on them.

    "entrust or withdraw items"
    Sell items in your inventory on the market"
    "sell your retainer's inventory on the market"

    These 3 things can be under 1 menu, and to direct what to do can be done with right clicking on items as now. We also need better steamline of transferring items from retainer to retainer directly. Even letting is craft based what is on the retainers by being at inn(change to allow craft there) apartment/ personal house/ fc house/fc room. We need to get off the 1.0 restrictions completely and have better streamlining of dealing with our items. I waste a lot of time because of this issue. I should be able to pull what I want from 2 different retainers without going though 50 million menus. It should be set up something like runescape does with customization tabs in the bank, where we could in theory make one retainer for mining items, one for refined mining items, one for alch, one for cooking, but the problem with this, cooking takes more then 175 inventory spots and crosses with alch most of the time. So due to menu bloat between retainers, crafting gets hard unlike runescape where you can just go though your custom tabs quickly. We really need an overhaul in regards to this, get rid of retainers to sell stuff on the market boards, make a normal auction house or something. We really need to ditch 1.0 concepts completely and should been done with the changes in 2.0. This means it should be looked into getting rid of retainers holding on items completely, give us a real bank, and just have retainers do VENTURES ONLY.
    (232)
    Last edited by Ama_Hamada; 06-07-2017 at 06:56 AM.

  2. #2
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Not getting enough? Did we just get hard data on what's happening?

    Edit: Ah, I am behind. Thank you for the clarifications.
    (0)
    Last edited by dragonseth07; 04-29-2017 at 12:11 AM.

  3. #3
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
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    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    +10 slots on every armoury and +40 on inventory himself
    (3)

  4. #4
    Player
    Waryax's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
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    62
    Character
    Waryax Pan'rah
    World
    Moogle
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Legion88 View Post
    +10 slots on every armoury and +40 on inventory himself
    For the initial 4.0 launch. They will add more after they've looked at server stability with the initial increase.
    (22)

  5. #5
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    40 more inventory space may not be enough for random drops, but I think +10 items per gear type should be plenty for glamour. There are now 27 jobs/classes to gear, so you can have completely different sets for all of them and 8 full glamour sets besides in your armoury (except rings, but those are mostly shared if your jobs are at the same level anyway).

    As for the rest, I do agree that HW went way overboard with how many items were needed for basic materials. I don't want to gather a whole stack of materials and barely be able to make anything. But I don't want to see less variety in items. The main thing I miss from 1.0's original crafting was the insanely detailed item lists, and the further we get from that, the sadder I get. For items that only have one use, why not just sell them? Why keep obsidian if it's not used for anything? It's not like it's difficult to get more if in the future you should ever need it.
    (2)

  6. #6
    Player
    Masekase_Hurricane's Avatar
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    Oct 2013
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    1,770
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    So am I reading it right, unless players buy more retainers we wont get more than two free?
    (6)

  7. #7
    Player
    Jandor's Avatar
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    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Assuming retainers get the extra inventory as well that's an extra 120 slots, plus armory chest. It's not bad.

    If tokens and currencies are moved to the quest/key items inventory as well, I'll be sorted for space for quite a while.
    (6)

  8. #8
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Legion88 View Post
    +10 slots on every armoury and +40 on inventory himself
    Is the +40 counting retainer inventories as well, just player inventories, or has there been no word on this?
    I'm fine with the +10 for armory. But I would be lying if I said I wasn't a little disappointed on just +40 for inventory. Of course, if they plan to add more after judging server stability, suppose I'll just have to wait and see.

    I can totally agree with following the Glamour Prism example for things like Dark Matter and Carbonized Matter. Although, I tend to just carry stacks of Grade 6 Dark Matter and Grade 5 Carbonized rather than the individual grades. But I'm not totally against them just making "Carbonized Matter" and "Dark Matter." I can also agree with doing something with those mats where they are only used in one specific recipe. Either expand on their usage, or just get rid of them completely.

    With CUL, I guess I'll have to see how demanding the SB recipes are. I know that, while leveling, I struggled with inventory and retainer space for CUL, but now that I'm level 60, there's only certain foods that I tend to craft for personal use, so I just keep mats for those items. If they're going to revamp CUL's recipe requirements, can they also do something about FSH? I have more unused fishing tackle/baits than I do unused CUL mats. :c
    (5)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  9. #9
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by HyoMinPark View Post
    Is the +40 counting retainer inventories as well, just player inventories, or has there been no word on this?
    I'm fine with the +10 for armory. But I would be lying if I said I wasn't a little disappointed on just +40 for inventory. Of course, if they plan to add more after judging server stability, suppose I'll just have to wait and see.

    I can totally agree with following the Glamour Prism example for things like Dark Matter and Carbonized Matter. Although, I tend to just carry stacks of Grade 6 Dark Matter and Grade 5 Carbonized rather than the individual grades. But I'm not totally against them just making "Carbonized Matter" and "Dark Matter." I can also agree with doing something with those mats where they are only used in one specific recipe. Either expand on their usage, or just get rid of them completely.

    With CUL, I guess I'll have to see how demanding the SB recipes are. I know that, while leveling, I struggled with inventory and retainer space for CUL, but now that I'm level 60, there's only certain foods that I tend to craft for personal use, so I just keep mats for those items. If they're going to revamp CUL's recipe requirements, can they also do something about FSH? I have more unused fishing tackle/baits than I do unused CUL mats. :c
    Added comment to fishing, thank you.

    Quote Originally Posted by Talraen View Post
    40 more inventory space may not be enough for random drops, but I think +10 items per gear type should be plenty for glamour. There are now 27 jobs/classes to gear, so you can have completely different sets for all of them and 8 full glamour sets besides in your armoury (except rings, but those are mostly shared if your jobs are at the same level anyway).

    As for the rest, I do agree that HW went way overboard with how many items were needed for basic materials. I don't want to gather a whole stack of materials and barely be able to make anything. But I don't want to see less variety in items. The main thing I miss from 1.0's original crafting was the insanely detailed item lists, and the further we get from that, the sadder I get. For items that only have one use, why not just sell them? Why keep obsidian if it's not used for anything? It's not like it's difficult to get more if in the future you should ever need it.
    is it 27 or 26 with SB jobs? regardless I feel armory should be whatever that is and double it. If they are going to poke at having pvp gear being significant and so on, double should be the minimum, so armory space should be 42.
    (2)
    Last edited by Ama_Hamada; 04-29-2017 at 12:41 AM.

  10. #10
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Waryax View Post
    For the initial 4.0 launch. They will add more after they've looked at server stability with the initial increase.
    Yeah, I recall SE stating plans to split the inventory expansion into two phases. We'll likely hear more in-depth details at a later time. For now, the expansion to the Armoury Chest looks quite nice.

    On the subject of items taking up inventory space when they shouldn't, ventures and beastmen tokens come to mind. Things like that should really be converted into the Currency window.
    (12)
    Last edited by Blueyes; 04-29-2017 at 12:37 AM.

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