Gear swap should not come back. Condemned to the dustbin of history. I Prefer tactical gear decisions, not "carry everything."
Gear swap should not come back. Condemned to the dustbin of history. I Prefer tactical gear decisions, not "carry everything."
Started with S and ended with T my friend. Regardless, at the end of the day Materia is merely a system that allow people to dedicate time and energy (gil) into being better than everyone else. Having the ability to do mid-fight gear changing is not all that much different. You can settle for 1 materia/gear instead of striving for multiple and that is OK. Likewise you can settle for having only 1 gearset and in most situations that will be perfectly OK too. Some of us, however, do actually enjoy ways to maximize our capabilities in game.
What is "tedious work setting up macros" to you is "striving to be the best" for us. Its kind of synonymous with the word "overachieving" and last time I checked that was rarely a bad thing. Speaking of which I feel like that is most people's gripe with gear swapping. You don't have to make multiple gear slots, just like you don't have to slot multiple materia. But some people's motivation is to prevent the people who will make multiple gear sets from doing so because then the parser would begin to frown upon them. And everyone likes to be a winner easily, yes?
I think we're all guilty of that at some point or another. I skimmed you first post but I was busy debating with someone else so I did "steam roll past it". But I do like your idea, any concept that gives more freedom to the player in the light of ways to customize/perfect their play style I welcome wholeheartedly.none of the arguments need to be in place for this system to work, it doesn't even need to be gear swaps. i added this a few pages ago as well and it seems everyone steam rolled passed it. but we have a materia system for gear, a simple materia system for spells and moves that work like key items would fix every argument.
1. no macros to make, just click once to trigger it on for the move after you collected the piece from where ever it came from ..nm/dungeon what have you.
2. no blinking since it's not gear, this removes the "immersion" argument as well as the blinking problem even though even if it was on gear ...the system in 2012 doesn't need to blink.
3. space? it's a key item like materia that works like materia ..only difference maybe is u have option to turn it on or off, and maybe turn on a stronger one or something. what have you.
Personally I don't care for the 20% success rate on the second Materia because all-or-nothing gambles aren't my cup of tea but I respect those people who do test their luck because their drive is simply a desire to be the best. While I do agree with many people and I myself honestly wish for more tactical gameplay-- we aren't playing a hacknslash RPG like Diablo or Vindictus so theres only so much "tacticallity" that this game can incorporate without becoming an awkward hybrid. Part of having a statistical based game (which XIV is and almost all RPGs are to an extent) is finding ways to maximize your statistical advantage. Call it whatever you like, stat allocation, Materia, gear swapping, immersion, whatever; its all designed with the same concept of gaining the highest statistical advantage you can get.
Gear swapping is the one thing I hated most about xi.
It looked silly when players would undress and dress inbetween weapon skills, like think about it hahahaha lol.
I hope this is never implemented in xiv
My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
FFXI gear swap was more like a crutch I was forced to use because of SE's terrible way of itemizing gear, making me invisible 80% of the time just because they don't know how to put good stats on one piece of gear. And even if they did implement it without my character going into seizures, I do not want to be forced to have a full inventory constantly when there are so many classes in the game, and I'm forced to carry all this just because I'm expected be trying to maximize my damage. Main class that comes to mind, BLM. Do. Not. EVER. Want.
The materia system is so we destroy more gear and make the crafters more needed to make more for us
KissesLinkshell of Gysahl
www.KissesLS.net
Cons:
- clutters the inventory with unnecessary items
- is conceptually ridiculous
- constantly changing gear looks silly even if it didn't blink your character
- having to macro all your abilities is unnecessary
- lets you have your cake and eat it too, which turns choices into no-brainers
- clutters the inventory with unnecessary items
Which is something I addressed in my post you quoted by adding additional storage or inventory.
Other mmos have started to implement inventory macros where you enter your storage container and click an inventory pre-set of gear that automatically swaps them for you. This eliminates spending forever getting a different set classes gear out.
- constantly changing gear looks silly even if it didn't blink your character
Which is why I suggested that you should be able to lock a certain gear style in place.
- having to macro all your abilities is unnecessary
Again, this is something that is fixed with pre-set binds that are linked to abilities; similar to what spellcast did.
Anyone who seriously says the materia system in place is a legit 'endgame' gear system is delusional or trolling. The only thing the current system encourages is farming gil or buying it so you can keep crunching away at low percentages for gear.
It is without a doubt the worse system I've ever seen. SE might as well sell us gear at this point, because all you're going to end up doing to get gear is crafting hours and hours a day.
There is no cool instance/NM fight to get the best gear for your favorite job. The closest thing to a fight you can get into for your gear is grinding the same damn mob in the strongholds for materia over and over and over.
Last edited by Montijin; 11-16-2011 at 02:55 PM.
lololololol (10chars)- clutters the inventory with unnecessary items
Which is something I addressed in my post you quoted by adding additional storage or inventory.
Other mmos have started to implement inventory macros where you enter your storage container and click an inventory pre-set of gear that automatically swaps them for you. This eliminates spending forever getting a different set classes gear out.
- constantly changing gear looks silly even if it didn't blink your character
Which is why I suggested that you should be able to lock a certain gear style in place.
- having to macro all your abilities is unnecessary
Again, this is something that is fixed with pre-set binds that are linked to abilities; similar to what spellcast did.
Anyone who seriously says the materia system in place is a legit 'endgame' gear system is delusional or trolling. The only thing the current system encourages is farming gil or buying it so you can keep crunching away at low percentages for gear.
It is without a doubt the worse system I've ever seen. SE might as well sell us gear at this point, because all you're going to end up doing to get gear is crafting hours and hours a day.
There is no cool instance/NM fight to get the best gear for your favorite job. The closest thing to a fight you can get into for your gear is grinding the same damn mob in the strongholds for materia over and over and over.
QFT. My inventory was at 75/80 for most jobs I played - I think only SAM had a few pieces but it wasn't a job I used much; more of a piss around thing. I even had to spend time strategically figuring out what gear was actually worth carrying around depending on what I was doing, which was mostly solo/lowman things. And I was quite happy to have that system in XI.
However, now (in XIV) I am very much enjoying the fact that I have to think what particular gear I want to wear simply because I cannot change it to have every single ability get maximum effect. It's all about being mindful of what you're responsibility is and how best to achieve that within the confines of the system. You can't simply have everything at maximum potential without sacrificing something somewhere and I'm fine with that. It isn't about being lazy; it's about considering what's important for the current situation.
Isn't this what the maximum caps are designed for? Considering you can only get ~200HP from materia bonuses (apparently, I've yet to really test the caps out; I just remember reading them) that should be what is taken into account, not which slots you can and cannot put them in. I understand the extra restrictions being put in place to stop a player from becoming over-powered but it would think it can be (and is somewhat already) balanced out with well designed/thought-out caps and smaller bonuses from individual materia. Also, the terrible success rate for attaching multiple materia makes this already a good system at preventing too much power on a single character.
no, just no. gear swaps in XI were rediculous and should never have been possible.
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