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  1. #11
    Player
    Lildragora's Avatar
    Join Date
    Jun 2017
    Location
    The Azim Steppe
    Posts
    218
    Character
    Lillian Mandragora
    World
    Leviathan
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Legion88 View Post
    The halfing was just an example to incentivize the outgrinding of the Cap but lower the drawback of not doing so, not a suggestion from my side.
    Ahhhhh, I see. That would be a good middle ground I think, and even half would still be a great improvement over right now. Could take a vacation or break and not worry about falling too far behind in both scenarios. Although while that would incentive the outright grinding for the week it wouldn't resolve the break times completely. Either way would be a step in the right direction!
    (0)

  2. #12
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by TankHunter678 View Post
    Snip
    Think simple.
    Only weekly capped tomestones get aspected tomes.
    By the introduction of new tomes the previous tomes get all merged into their basic kind of tome.
    There will be probably a loss in the transition cause of max Cap you can carry but this can be compensated by a timed overcapppng.
    Also for buying gear you basicly pay with the aspected kind of tome and if you don't have enough it will fill the gap from your unaspected pool.
    (0)
    Last edited by Legion88; 07-27-2017 at 05:28 PM.

  3. #13
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Legion88 View Post
    Think simple.
    Only weekly capped tomestones get aspected tomes.
    By the introduction of new tomes the previous tomes get all added into their basic kind of tome.
    There will be probably a loss in the transition cause of max Cap you can carry but this can be compensated by a timed overcapppng.
    Also for buying gear you basicly pay with the aspected kind of tome and if you don't have enough it will fill the gap from your unaspected pool.
    Problem: Equipment exchange for resources goes in absolutes. Which would require a complete rework of the old code to change.
    Problem: The currency bloat would result in the UI needing to be reworked to accomodate the doubling of the amount of tracked tomestones.
    Problem: The UI for rewards on dungeons would need to be reworked to accommodate a large increase in the number of guaranteed completion rewards.
    Problem: The feeling of inability to gear multiple classes will be enhanced because the feeling of the amount of grind will increase. Getting 20 slaying when you need 875 for that chest piece feels terrible compared to getting 50 you could have spent on it. Especially for those who only play one type of class.

    For someone who only likes casters they are gearing 3 classes at once, for someone who only likes healers they are gearing 3 classes at once, and so on for tanks. But the split tomestones would invoke a feeling that the other class types are drawing away reward that could have gone to the one they wanted. Making the grind feel slower.

    The reason why they went with a single tomestone is that it simplifies things. They do not need to dig into the spaghetti code to try to change the exchange system and hope they do not break the rest of the game (99 bugs in the code, 99 bugs in the code, take one down patch it out 135 bugs in the code...), people can invest specifically in what they want without feeling like they have waste resources, and is also easy to track without creating much currency bloat (something gamers in other major MMOs complain about).

    Now one reason for why the 450 tomestone cap is probably because Yoshida specifically designs the game with the intention of giving people time to play other games, deal with real life commitments, hang out with family etc. Its not hard to just run your roulettes, maybe do some raids one night, and hit the weekly cap. Then you can go play other games because Yoshida does not want people to feel like they have to login every day and grind just to keep up.


    Ah also another thing, there would also need to be "of maiming" and "of scouting" tomestones as part of the OPs idea otherwise it can be argued that the idea needlessly punishes melee DPS compared to ranged and caster DPS. As Ranged and Caster DPS share gear, while melee DPS is split into 3 types (maiming, striking, scouting).
    (0)
    Last edited by TankHunter678; 07-27-2017 at 05:46 PM.

  4. #14
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by TankHunter678 View Post
    Snip
    Im not into Code so I can't argue on that...
    I know it would be hard to implement but this is a discussion about ways to easy horizontal gearing of multiple "roles".

    For the caps:
    Unaspected: 300
    Aspected: 200 each
    Effectiv weekly cap increase of 50 for main job and additional 200 for the other "roles".
    Holding Cap at 1.5 k for unaspected and 1k for each aspected.
    The gain of 50 tomes should be split in 30 unaspected and 20 aspected of the "role" you do the dungeon with a bonus of 5 or 10 aspected for every "role" on level cap.
    For roulette bonus of 40, 25 unaspected and 15 aspected of the played "role", with a bonus of 5 for each of the other "roles" at level cap.

    Also don't differ the roles, differ by "main stat", so tanks share same aspected tome, DRG, SAM and MNK share and NIN, BRD and MCH share.

    I think this would be by ways better then just increasing the weekly cap and make it easier to gear multiple "roles".
    (0)
    Last edited by Legion88; 07-27-2017 at 06:18 PM.

  5. #15
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Let's put it this way: how many pieces of top-tier raid gear do you think the player should be entitled to obatin, per week?

    One per character per week? Or one per job per character per week?

    The problem was never the design of a "better" token system, but the intention behind the design. FFXIV tomestones are this way because the devs want to gate our progression. We are allowed exactly this many pieces of gear at most, over the course of this many weeks. And only after that design intention was finalized, the tomestone system was designed.

    It is clear that we are not supposed to be gearing all our jobs in parallel with just one run per week. Otherwise there are plenty other ways to allow parallel progression. For example a system similar to the Ixali turn-in where each turn-in counts towards a total value cap of 1500, and we can choose to turn in 3 items worth 500, or 5 items each worth 300.

    So the "problem" was never the implementation, but the design choice.
    (2)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  6. #16
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Zfz View Post
    Let's put it this way: how many pieces of top-tier raid gear do you think the player should be entitled to obatin, per week?

    One per character per week? Or one per job per character per week?

    The problem was never the design of a "better" token system, but the intention behind the design. FFXIV tomestones are this way because the devs want to gate our progression. We are allowed exactly this many pieces of gear at most, over the course of this many weeks. And only after that design intention was finalized, the tomestone system was designed.

    It is clear that we are not supposed to be gearing all our jobs in parallel with just one run per week. Otherwise there are plenty other ways to allow parallel progression. For example a system similar to the Ixali turn-in where each turn-in counts towards a total value cap of 1500, and we can choose to turn in 3 items worth 500, or 5 items each worth 300.

    So the "problem" was never the implementation, but the design choice.
    To add to this, letting players gear all their jobs in tome gear means that the "catch-up" content is automatically invalidated for a huge number of players. SE WANTS you running that catch-up stuff for your alt jobs, because the rubes who float in and out of their monthly subs need bodies in the queues for it. If players feel like they can't come back any time they quit without being "behind", they just won't come back, or will only come back for expansions where the gear hurdle is reset.
    (1)

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