Excellent! I'm happy that you're happy and we should spread our happinessI gave a suggestion though... I didn't flame anyone.. I didn't say anything derogatory or inflammatory
I am aware that there is slim to no chance any of the suggestions will be taken into consideration...
But it's like fan fiction, it's just fun to put out there anyway... I wasn't trying to offend anyone with a suggested compromise. I really dont even see how anything I've said could be taken as such. If you don't agree with the nature of my OP, you could have just said so without an aside regarding things that confuse you
Im happy... no one could possibly ruin that or make me angry. Its a forum, there is neither the need nor the stimuli needed to "rage"
Don't worry... be happy
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The very few worthwhile untradeable pieces aren't the reason the markets are the way they are. Crafting materials are abundant and crafters are common, which makes the gear they create very common. The supply of gear is way higher than the demand for it, which is why you can get a cobalt cuirass for 30k or a dated tarred leather belt for 9k or whatever. People mass produce them and then undercut like crazy.my personal opinion is that i hate untradeable gear completely. it is one of the main reasons the markets have crashed. people get an item and then there's no reason for them to buy another piece of gear and once they advance past that piece of gear it just gets thrown away. people aren't willing to buy from the market because they feel the gear is overpriced because they can get better gear for free and people aren't willing to make gear to sell because it sells for less than the materials to make the gear costs.
On one of your points:
Hello, Producer/Director Yoshida here.
Thanks for the feedback on The Dzemael Darkhold and other previous content.
There is a reason we’re working on implementing new content before making adjustments to existing content. After the launch of the game, there wasn’t really any high-level battle content like instanced raids and primal battles, so first we needed to quickly add in additional battle content. Of course some of you might be thinking “you're only giving us new content, but you're not doing anything to adjust the previously implemented content.”
However, we have chosen not to actively push PR activities, or actively seek out new players, because we think that the best thing to do would be to cater to our current players by implementing lots of “consumable” content that matches the players’ levels. (You’ll start to notice more PR-related activity with the release of patch 1.21)
Of course, we won’t simply ignore implemented content as it is, and in the coming patches, we plan on preparing some motivation to go back and tackle previous content again.
Also for 2.0, as I said in a separate thread, we plan to introduce an easy mode and extra hard mode for primal battles and instance raids, and the rewards will be vary depending on the difficulty setting.
Up until 2.0, we'll continue our main focus on increasing the amount of content first and foremost and then with 2.0, we'll expand on the previously implemented content, as well as adding more. This is how we plan to go about things, and if you have any further ideas please let us know!


yea.. I read that... I don't know that this would revive darkhold gear... this could be something implemented post 2.0 and into the future...
I just really want to see rare or unique/untradeable materia... some materia drop from an NM with crazy stats
Or Materia that can only be melded to certain weapons




that is part of it. another part is people have friends that will make it for them. there's also part that people are already geared out with u/u gear. a part is all the gear that is premade that drops from the coffer chests. there's also a part of the problem with the amount of players looking for items because the game is massively top heavy.The very few worthwhile untradeable pieces aren't the reason the markets are the way they are. Crafting materials are abundant and crafters are common, which makes the gear they create very common. The supply of gear is way higher than the demand for it, which is why you can get a cobalt cuirass for 30k or a dated tarred leather belt for 9k or whatever. People mass produce them and then undercut like crazy.
u/u is not the only issue that has crashed the market, but it is one of the parts that has been added to make the whole issue.
http://crystalknights.guildwork.com/

The way I figured SE would do things is give U/U items a set bonus later on that would elevate them to be equivalent to the amount of stats you would get from double meld items. Say you wear a full set PLD AF, you don't have quite as much VIT or HP as a double meld armor would, but now you have an additional effect on your Aegis Boon making it last longer than one block or your Sentinel duration was extended. Wouldn't that make up for the lack of health buffer that you lack from crafted gear?


I would love thatThe way I figured SE would do things is give U/U items a set bonus later on that would elevate them to be equivalent to the amount of stats you would get from double meld items. Say you wear a full set PLD AF, you don't have quite as much VIT or HP as a double meld armor would, but now you have an additional effect on your Aegis Boon making it last longer than one block or your Sentinel duration was extended. Wouldn't that make up for the lack of health buffer that you lack from crafted gear?
OP shouldn't get flamed for this, at least he's floating reasonable ideas out there. Developers read these a lot and if there's a good idea they haven't thought of I'm sure they at least run it by the director.
My thought on the issue is why even have that much U/U gear, think of the sentinels set it's harder to get and is better than the crafted gear but you can also put materia into it. The cheaper easier crafted gear would most likely be better most of the time because it's more likely to have 2+ materia, but it still wouldn't have the same potential as the better gear. Think about if they made all of the darkhold gear not U/U then it goes from being dead content to permanent content because even if people got the gear they wanted they would have to farm more to get the better gear to have multiple materia.
I almost wonder if they made the Sentinels set a non U/U set from the last strongholds to toy with that idea. I think I've seen them say they don't want crafters being cut out of the game so that's why the crafted gear is better, you can't affix the materia without crafters so they wouldn't be left out.


Ideally yes.. I wouldn't mind if there was no unique/untradeable gear... but Yoshi and many in the community seem to really like the idea of U/UOP shouldn't get flamed for this, at least he's floating reasonable ideas out there. Developers read these a lot and if there's a good idea they haven't thought of I'm sure they at least run it by the director.
My thought on the issue is why even have that much U/U gear, think of the sentinels set it's harder to get and is better than the crafted gear but you can also put materia into it. The cheaper easier crafted gear would most likely be better most of the time because it's more likely to have 2+ materia, but it still wouldn't have the same potential as the better gear. Think about if they made all of the darkhold gear not U/U then it goes from being dead content to permanent content because even if people got the gear they wanted they would have to farm more to get the better gear to have multiple materia.
I almost wonder if they made the Sentinels set a non U/U set from the last strongholds to toy with that idea. I think I've seen them say they don't want crafters being cut out of the game so that's why the crafted gear is better, you can't affix the materia without crafters so they wouldn't be left out.
and yes, I thought it was weird that only the Sentinel is that way... I wonder what thats about
the Sentinel pants used to be U/U and SE went out of their way to change it


crafters should be able to make better equipment plain and simple, i dont want a inventory full of equip i cant make money off of in the future like when they raise the level cap my untradable equip becomes garbage anyways. when a crafted peice still has value and i can sell to the lower level people and they can do the same when they out grow it.
whats the point of having money if everything is u/u no one will buy anything and the market becomes useless
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