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  1. #11
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Making crafted gear the only thing that is convertible wouldn't make crafted gear worthwhile. It would make it the middle man between players and materia. I'm not going to dig through a year of posts to find the quote but he wants crafters to feel like they are valued for more then just being a means to an end. There is a reason dol and doh are even mentioned as partaking in the Hamlet defense that is coming. Come up with a compromise between dropped gear and crafted gear and you'll have yourself a winner.
    (0)

  2. #12
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    I never understood why they didn't carry on with the Dodore/Uraeus method.... dropping crafting mats to make the high level gear. Seems that was the way to go, since it allowed for battle and crafting to shine.

    Furthermore, it would up the replay value of old content by trying to get enough mats to make a +1 version of the gear.

    And on top of it all, it would be mats dropped not gear... meaning those mats could be used in dozens of different synths if they so chose.
    (7)
    Last edited by Deltara; 02-24-2012 at 09:42 AM.

  3. #13
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Honestly guys look @ your best U/U Gloves or hat or body piece in game, and tell me its worth the trouble to Dbl meld it for a small number like 5+ str on a body piece when you could just get a crafted body part with 3+ str on it Dbl melded with less risk -.-. Materia on U/U gear will not solve this problem.
    (0)

  4. #14
    Player
    Sigmakan's Avatar
    Join Date
    Mar 2011
    Posts
    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Deltara View Post
    I never understood why they didn't carry on with the Dodore/Uraeus method.... dropping crafting mats to make the high level gear. Seems that was the way to go, since it allowed for battle and crafting to shine.

    Furthermore, it would up the replay value of old content by trying to get enough mats to make a +1 version of the gear.

    And on top of it all, it would be mats dropped not gear... meaning those mats could be used in dozens of different synths if they so chose.
    Probably relates to new claim system. Would be a lot of griefing.
    (0)

  5. #15
    Player
    Junpei's Avatar
    Join Date
    Mar 2011
    Posts
    446
    Character
    Gunso Gunso
    World
    Ragnarok
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Firon View Post
    Honestly guys look @ your best U/U Gloves or hat or body piece in game, and tell me its worth the trouble to Dbl meld it for a small number like 5+ str on a body piece when you could just get a crafted body part with 3+ str on it Dbl melded with less risk -.-. Materia on U/U gear will not solve this problem.
    I entirely disagree, I have double melded 3 pieces of Sentinel Gear which arguably should be U/U.

    I know all the mages in my LS would die with joy if we could do that with sorcerer gear for the -5 emnity on each piece alone.
    (0)

  6. #16
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    497
    I vote YES!
    We need to be able to meld u/u gear...
    Also been saying this for a long time now.
    (0)

  7. #17
    Player

    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    6
    I've had an idea like this for a while now to make our U/U more unique and actually grind dungeons or primals for more than just 7 weapons and quit. I've told a few people but got shrugged as not needed or just a horrible idea. Glad to see you made a detailed post of it, I hope the devs see it and make note of it.
    (0)

  8. #18
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Yuk no I don't wana see U/U gear blow up, considering how hard it is for some people to get the Ifrit/Moogle weapon of their choice it becomes more like a second kick to the balls.

    Yoshida has already said that they are looking into making a player-meld interface similar to the repair system. (I think it was involving the bazaar not the new repair system)

    I would be happy if they made U/U maximum of 1 materia meld and increased the stats so that with 1 materia its the best gear in game, for me best gear should always be from dungeon content not about the risk of failing a craft/meld.

    If that means make U/U gear harder to obtain, so be it, throw a token system in that requires 10-20 tokens per each piece of gear.

    Give us something to work towards that isn't based around the risk of losing everything on random numbers.

    Quote Originally Posted by Firon View Post
    Honestly guys look @ your best U/U Gloves or hat or body piece in game, and tell me its worth the trouble to Dbl meld it for a small number like 5+ str on a body piece when you could just get a crafted body part with 3+ str on it Dbl melded with less risk -.-. Materia on U/U gear will not solve this problem.
    This, until the stats are much higher on U/U, the gear is going to be worthless regardless.

    In truth U/U doesn't even need to be meld-able if it has decent stats, ie +25 instead of +5

    Green Gear should be equal to NQ + 1 materia.
    Blue Gear should be equal to HQ + 2 materia.

    To Yoshida if you want people to continue playing content you have to give them a purpose to do so, never mind crafters, they still have SB and materia melding to keep them relevant. (Time to stop pampering those babies)

    Quote Originally Posted by Junpei View Post
    I entirely disagree, I have double melded 3 pieces of Sentinel Gear which arguably should be U/U.

    I know all the mages in my LS would die with joy if we could do that with sorcerer gear for the -5 emnity on each piece alone.
    Yes but Sentinel is the exception and not the rule, which I'm sure you are aware of.
    (2)
    Last edited by Jinko; 02-24-2012 at 11:26 PM.

  9. #19
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Ryans View Post
    The reason Yoshida gave for not letting rare/ex gear be meldable is that it eliminates the need for crafted gear....

    Who cares if it makes crafted gear the middle man for materia or not, that IS a NEED. And it calls for crafted pieces to be bought repeatedly to make materia still. Thats more than most games can provide crafters. Content has no purpose if its gear doesnt have a chance to be better than crafted gear. The only good dropped loot atm is primal weapons because of how brokenly high their stats are. All the other dropped gear is /meh Even Sentinels is meldable for some reason.
    (0)

  10. #20
    Player
    Aniforani's Avatar
    Join Date
    Sep 2011
    Posts
    99
    Character
    Aniforani Isalliask
    World
    Ultros
    Main Class
    Alchemist Lv 80
    Best gear in the game should be awarded to those who have explored all the content, not just one aspect of the game. This gives a reason to have all classes leveled, and pushes players to move along with story progression. He's a quick example of how it could work.

    A player, having moved through enough missions/quests opens up a dungeon, that leads to a boss fight, which ends with a U/U item being dropped, Lets just say its a piece of armor. This armor would be the best item for that slot unless...

    The same player, being a trained gatherer, knows of a legendary tree sap that when applied to even the toughest metals can further improve their hardness. This would open a quest to acquire some other U/U material that could be applied, without crafting skill, to boost the base stats of the dungeon armor.

    Now that same player, a master armorer, would like to take that same suit of platemail and customize it to enhance his strengths and offset his weaknesses. This could open a series of progressively more difficult quests, each providing 1 additional risk free slot for materia.

    It may look like a grindfest to do, but I see it as a way of making all forms of progress and play relevant to endgame.
    (3)

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