
This is a good idea, though it reminds us of a problem that plagues most mmo's:
Gear clones....
This is a sensitive subject that most mmo communities are split on:
Position 1 - i should be able to tell a players job/class/level by looking at their gear (ie: all Level 50 RNG wear the same 2 or 3 sets of gear as they are the most optimal)
Position 2 - I should be able to have my avatar look as I wish it too and not be forced to be a gear clone of everyone else (I value diversity and a more subjective rich gaming experience)
I feel Guild wars and Anarchy online addressed these issues best
In Guild wars for example any particular class had quite a variety of gear that could be mixed and matched in terms of looks but....their was only about 4 tiers of defense ratings and all stat bonus were supplied by runes and such applied to the gear (think matiria system).
There was armor that was easy to get/craft etc, and armor that was very very rare and difficult to craft win etc.
however none of the armor no matter how rare was "stat wise" any better than any other of the same teir, and allowed for some customization via the runes etc.
In this manner when you saw a player in the rare armor you still recognized their efforts and it was an awesome and fun status symbol, but it was not the BEST armor or a BESt armor, it was just the PROPER armor for that player level/class.
The effect was: player could wear more or less what they wanted, look how they wanted...could still be identified as their class by their armor (rare armors had a different skin for each class) but players who wanted that extra "I'm awesome" status symbol could get them.
I felt it worked well; because all the armors were customizable.
Also of note: Armor could not be used by anyone other than who it was made for. Once you put it on it was fitted "customized" for you; thus it could sold etc if you wished but it could not be worn by anyone else but the original wearer.
The effect: crafters and gatherers for all tiers of gear were always in demand, as once armor was "used" it was for all intent and purposes "consumed" .
Makes sense to me anyway, why should a Roeg and Lala be able to wear the same armor if it was orginaly used by the Lala? It also makes ense from a game play/economic sense, and an aesthetic sense of keeping everyone from looking like clones.
I have noticed though; that some ppl like the clones; they feel more comfortable knowing that every level 50 RNG wear the same gear and they want to wear it too. Kinda like joining a club that has a uniform.
interesting , yes?
I disagree with that, RMT is waiting for U/U gear to be best out there so that they can really earn. I've seen an army of FFXI RMT in sky, claiming NM and passing the drop to ppl who wana buy them in tons of gil. There are already ppl in some server offering help to get gear in darkhold for millions of gil. You will nvr imagine how fast RMT can grow if U/U is gonna be best gear out there if it can be meld.



We know the majority of U/U will come from instanced dungeones in 2.0 so how will RMT do that ??I disagree with that, RMT is waiting for U/U gear to be best out there so that they can really earn. I've seen an army of FFXI RMT in sky, claiming NM and passing the drop to ppl who wana buy them in tons of gil. There are already ppl in some server offering help to get gear in darkhold for millions of gil. You will nvr imagine how fast RMT can grow if U/U is gonna be best gear out there if it can be meld.
I can't imagine anyone spending real money to get crappy DH gear.
Last edited by Jinko; 02-26-2012 at 12:18 PM.



It may require time, but mashing on X while watching netflix isn't really all that much effort. Besides that, killing a boss requires coordination with 7 other people. This is a Final Fantasy game and it's also an MMORPG. People should be adventuring to get their gear, not sitting in a dark room putting skittles onto plain steel swords.
Just pty with them and go in leech, tats all.
Btw, it's ingame gil. And when DH jus come out, it wasn't consider crappy as you mentioned.
Try checking out on old forum and you can see ppl posting and offering help on the drop with the expense of gil.
Last edited by urhryu; 02-26-2012 at 12:33 PM.


When darkhold came out the gear was still crappy cause it did nothing cuz stats was broken <.<


Regarding the crafted vs. NM debate...
Why must it be black or white? There can be a gray area... did anyone have a major problem with Abjurations from XI?
Crafter creates a Cursed Tricorne.
Player defeats Uraeus for a Silver Abjuration: Head (U/U)
Player buys Cursed Tricorne from Crafter. Crafter blows a kiss.
Player trades both items to Hengist (Rowena's father :P).
Player receives a Silver Tricorne.
Player and Crafter are both pleased. Player that cannot defeat Uraeus cannot obtain the Silver Tricorne.
I'm not saying we should keep the words "abjuration" and "Cursed ____", but it was a pretty good system imho.
Then, adding materia to U/U wouldn't be the end of the world for crafters...
In that case most thing are crappy before materia was introduced, it is still rated "Not that crappy" at that time as you can still see ppl going DH compared to now isnt it?
As for y cursed tricone don't work that well in ffxiv compared to ffxi is due to the fact that we can level all craft to cap in ffxiv, which you can see it's nothing great being a level 50 crafter. Which is y after materia was introduced, many transaction on gear is active compared to before.
Ingame balance is always the hardest thing especially when it comes to economy wise. SE did a good job in maintaining that imo. At least now, crafted gear can still sell, farmed mats can still sell. The day when both of those cant sell is the day that e game is dying imo. (Or they have to come out with tons and tons of content fight in order to satisfy us) I for 1 will just login for primal fight etc if U/U can be meld.
The only thing I feel is being able to socket materia into U/U is by rendering the stats in a way where HQ crafted > U/U > NQ.
It is still possible after patch 1.21 where HQ crafted stats is going to be made relevant. (applies for crafted gear vs coffer gear)
As for primal fight weapon, they either improve the current stats of weapon or reduce the stats of primal weapon else the gap is going to be quite big if they are to make those meldable too.
Anyway that is only an idea, I believed SE have more talented ppl to think much further in order not to implement things that will cause issues for 2.0.
Last edited by urhryu; 02-26-2012 at 08:03 PM.
Pretty much what I'd wanted to see in FFXIVIn Guild wars for example any particular class had quite a variety of gear that could be mixed and matched in terms of looks but....their was only about 4 tiers of defense ratings and all stat bonus were supplied by runes and such applied to the gear (think matiria system).
There was armor that was easy to get/craft etc, and armor that was very very rare and difficult to craft win etc.
however none of the armor no matter how rare was "stat wise" any better than any other of the same teir, and allowed for some customization via the runes etc.
In this manner when you saw a player in the rare armor you still recognized their efforts and it was an awesome and fun status symbol, but it was not the BEST armor or a BESt armor, it was just the PROPER armor for that player level/class.
The effect was: player could wear more or less what they wanted, look how they wanted...could still be identified as their class by their armor (rare armors had a different skin for each class) but players who wanted that extra "I'm awesome" status symbol could get them.
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