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  1. #81
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Rydin View Post
    MORE RARE MATERIA.....

    PLZ SE

    If spiked Armguards were the only way to get "Poison Barb" materia that, when put on a weapon, had a chance of inflicting poison on the MOB.... the spiked Armguards would be SWEET

    +10 chars.
    (0)

  2. #82
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Murugan View Post
    I'm going to go out on a limb here and say that more people will complain about being expected to get double-triple or even quadruple melds on best in slot gear that are rare drops from dungeons, and which will be replaced every few patches.

    Over the people who complain about gear swapping encouraging you to do all content the same amount, no matter when you start endgame.

    Let's see one gets people to play content everytime someone new joins endgame, means that content only grows in abundance and never shrinks.

    The other makes the grind for gear near unbearable and entirely up to the RNG of melding (completely to chance, nothing the player can do to help his/her odds) in addition to drops (something groups can help mitigate the pain of through distribution).

    Oh and in your way the content still becomes useless. Only instead of being pissed off that your awesome darklight gear is now obsolete, you have to try and replace a multi-melded rare item with another multi-melded rare item so that maybe you can use that one for the week or two it remains best in slot.
    My double melded sentinel's sabatons have been the best in slot for more than a few weeks, and they were fun as hell to get. Due to the drop rate, IMO, the darklight stuff can be left out of the conversation. Because unless they are sadistic and have endless amounts of time to farm the stuff, who would really try to double meld it? Let be realistic in this discussion though and leave out those folks who have that kind of time because they are in the extreme. If the game is to succeed, it needs to appeal to those folks who play just a few hours a day. By making gear more action specific, the end result is that not only would somebody have to have one good piece of gear to be at thier best, now they have to have 5 (per slot). With my way, the player with less time can search out a single piece of gear (per slot) to try to be thier best. Nevermind that gear swapping reduces gear variety because now everybody wants the same 5 pieces for a particular class to max thier DPS instead of having a variety of gear that could do the same thing with different materia attached. We also get player customization, which we don't have with action specific, unmeldable, gear.
    (0)

  3. #83
    Player

    Join Date
    Aug 2011
    Posts
    179
    Quote Originally Posted by Molly_Millions View Post
    My double melded sentinel's sabatons have been the best in slot for more than a few weeks, and they were fun as hell to get. Due to the drop rate, IMO, the darklight stuff can be left out of the conversation. Because unless they are sadistic and have endless amounts of time to farm the stuff, who would really try to double meld it? Let be realistic in this discussion though and leave out those folks who have that kind of time because they are in the extreme. If the game is to succeed, it needs to appeal to those folks who play just a few hours a day. By making gear more action specific, the end result is that not only would somebody have to have one good piece of gear to be at thier best, now they have to have 5 (per slot). With my way, the player with less time can search out a single piece of gear (per slot) to try to be thier best. Nevermind that gear swapping reduces gear variety because now everybody wants the same 5 pieces for a particular class to max thier DPS instead of having a variety of gear that could do the same thing with different materia attached. We also get player customization, which we don't have with action specific, unmeldable, gear.

    Again, gear swapping doesn't "reduce gear variety" at all. It in fact, does the EXACT opposite.

    For the bolded part, I didn't understand what you were trying to say. It sounds like you say with 'your' way a player has to look for 5 pieces, and with 'our' way a player has to look for 5 pieces. I'm not seeing the difference you were trying to make there. What I think it SHOULD say is with 'your' way (no gear swaps) a player would have to spend forever trying to find and grind the one worthwhile armor set (ex: Darklight), while with our way (gear swaps) a player would be free to use many more pieces of gear to further customize their role without sacrificing viablility..
    (0)

  4. #84
    Quote Originally Posted by Molly_Millions View Post
    Too bad you've already been overruled by the devs, gear swapping is, rightfully, staying out of this game.
    Sadly, they also stated they're not against the idea either so it could still happen whether you like it or not. If they see need for it, they'll add it.

    The only thing they said they're AGAINST, is adding a lot of haste gear or haste spell. Also it seems like people who are against gearswap never knew what it was for. For example if I wanted to enhance Refresh, I'd do this:

    Equip my: then use refresh.

    That's what gear swapping is for. If I were to cast paralyze, I'd either equip enfeebling + gear OR a simple ice affinity staff. Bam, gear swapping done. You people who say "lol you need 82918298 gear per slot to do an action" never used gearswap, don't know what gear swap is and just simply are making assumptions about it because of the people who go overkill with it. No mob in FFXI required you to swap absolutely everything for every action. Mobs had a baseline resistance that just being level 75-99 and capped skill + merits will land just fine unless the mob itself was highly resistant, i.e Shiva flatout resists paralyze due to it being ice based.
    (0)
    Last edited by Elexia; 04-05-2012 at 02:43 AM.

  5. #85
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Gear swaps are a sad excuse for a way to extend the use of gear. They can get much more creative than having people carry 2x the gear and repeatedly change pants during a battle. If we're gonna play a game with so much focus on lore and live events- one that fancies immersing you in an apocalyptic event, I'd rather not have the BRDs in 2.0 sing about how a few brave adventurers overcame it by swapping their drawers mid-battle.

    I understand some of you may feel nostalgic with it having existed in XI, or apparently any other MMo you've played in the past, but it is still lazy design.

    I suggest they get creative with their gear, giving them more unique and versatile stats/effects. Releasing multiple sets with greatly varying difficulty in obtaining the clearly better ones. There is nothing wrong with a heirarchy in gear rendering lower ones obsolete, so long as it is balanced with the difficulty and/or rarity of the gear so that players desire one piece until they get the next, so on and so forth.
    (0)

  6. #86
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Gear swapping is for nubbins /end of thread

    /waves @ Elexia
    (0)

  7. #87
    They can't be really creative due to limitations on how gear is made. For example you can't create a piece of gear that does:

    Enhances Divine Veil Effect
    Enhances Cover Effect
    Enhances Succor Effect
    Enhances Spirit Within Effect
    Enmity + 30

    All on one piece of gear, there's a limit to "slots" for stats and boosts a gear can have in an MMO either due to client limitations, server limitation or simply design of the gear system. Though I do see why people kind of make fun if those who cite immersion being ruined, it's pretty silly to say it'll ruin it when the fact I can change my profession by equipping a gem makes me a completely adapt Paladin..that already ruins immersion.
    (1)

  8. #88
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Elexia View Post
    They can't be really creative due to limitations on how gear is made. For example you can't create a piece of gear that does:

    Enhances Divine Veil Effect
    Enhances Cover Effect
    Enhances Succor Effect
    Enhances Spirit Within Effect
    Enmity + 30

    All on one piece of gear, there's a limit to "slots" for stats and boosts a gear can have in an MMO either due to client limitations, server limitation or simply design of the gear system. Though I do see why people kind of make fun if those who cite immersion being ruined, it's pretty silly to say it'll ruin it when the fact I can change my profession by equipping a gem makes me a completely adapt Paladin..that already ruins immersion.
    You're really trying hard on that immersion counter with the PLD gem. You realize that right? Quite flimsy. It's not the gem that makes you a PLD. The Soul gem is a game tool that works as a toggle. Doesn't lack in the sense department nearly as much as "hey guys, I'm gonna sing for you now so let me change my shirt first!"

    Don't... just don't try to use immersion as an argument for gear-swapping. The best counter you have against the immersion card is that you don't care about it. The gems can simply be explained as a sort of physical catalyst that helps channel the powers one learns as a <Insert Job Here>. Changing your pants because you want to better debilitate your target is silly no matter how you look at it.

    As for your presumption regarding limitations on how gear is made- it is just that: a presumption. Unless, of course, you mean to say you know something about how gear is being designed in 2.0 that the rest of us do not.
    (0)

  9. #89
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by NoctisUmbra View Post
    Gear swaps are a sad excuse for a way to extend the use of gear. They can get much more creative than having people carry 2x the gear and repeatedly change pants during a battle. If we're gonna play a game with so much focus on lore and live events- one that fancies immersing you in an apocalyptic event, I'd rather not have the BRDs in 2.0 sing about how a few brave adventurers overcame it by swapping their drawers mid-battle.

    I understand some of you may feel nostalgic with it having existed in XI, or apparently any other MMo you've played in the past, but it is still lazy design.

    I suggest they get creative with their gear, giving them more unique and versatile stats/effects. Releasing multiple sets with greatly varying difficulty in obtaining the clearly better ones. There is nothing wrong with a heirarchy in gear rendering lower ones obsolete, so long as it is balanced with the difficulty and/or rarity of the gear so that players desire one piece until they get the next, so on and so forth.
    I agree with this... there are more creative and innovative ways to keep all gear relevant...
    Materia is on the right road... unfortunately materia doesn't play well with unique/untradeable

    Why they would make 2 competing gear systems is beyond me... and with each patch, it is unclear which one is considered superior

    1 Make attaching materia work like repairs.... i.e. in your bazaar
    2 More rare materia
    3 more diverse materia
    4 U/U materia
    5 U/U gear becoming Gear specific materia
    6 materia that can change the look and/or name of a piece of gear
    7 Materia that requires rare and hard to get catalysts (Some of the catalysts could even be those "I get this all the time" dungeon chest drops)

    If all that was done... gear swap wouldn't even be in anyone's mind
    (2)

  10. #90
    Quote Originally Posted by NoctisUmbra View Post
    You're really trying hard on that immersion counter with the PLD gem. You realize that right?.
    You do know immersion is subjective, right? Me equipping a gem takes the immersion out of becoming a different profession in an RPG. You normally train up to become x class, not simply equip a gem and change your weapon to become x or y class.

    you mean to say you know something about how gear is being designed in 2.0 that the rest of us do not.
    It's fairly common knowledge that there's memory limitations with MMORPGs, this is why gear (in every MMO) has a certain amount of "slots" for enhancements and why they utilize an enchantment type system. Did you really think every MMO designer just simply don't know how to add more than a couple of stats to a piece of gear? No matter the level or how you acquire it?
    (1)

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