The bullet points in question caught my eye since I've thought of how they could implement said ideas without ruining the ecosystem of the classes.
With the First part on rare/ex gear what they could do is create materials gained through the same dungeons that allow crafters to create an essence that allows the target to spiritbond/materia the piece of gear. The difference with this however is when you decide to transform your bond with the rare/ex into materia you don't lose the piece of gear but at the same time you can't turn it into materia unless you go through the process of having a crafter add said essence to the gear.
If a crafter happens to fail at adding essence to the rare/ex gear they only lose the materials but also gain a small penalty from attempting to add essence to a piece of gear for a 3-5 mins, the same as a weakness duration.
The idea in mind is to prevent this, if you allow rare/ex gear to turn into materia or meld materia into it, you run into this issue.If the gear is lost then people who have already gotten the gear will want to get it again and those who haven't had the chance to get it yet may miss out on getting it because a greedy person got it in their loot pool. -
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With dungeons I wish they would go back on the idea of actually allowing DoL/DoH into them. Rather then think of it as limiting the party of 8, why don't they just have it where a party can be composed of 8 fighting members adn 2 of DoH/DoL. With those DoH/DoL they can use their knowledge and ability to unlock hidden passages or even find ancient workshops to learn new recipes. While they most likely won't incorporate it into the dungeons we see now I can only hope that they do have some sort of plan to involve DoL/DoH into dungeons. Since when I think of DoL/DoH I think of them as the people who seek the help of others to explore an area because they are unable to fend off the beast in the area. However the reason why they need said fighters by their side is because they have knowledge of the location and wish to analyze what they've heard to find hidden treasure or knowledge.
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Rather then an upgrade system I'd like to see something along the lines of a vanity system, where you can set two pieces, one that's your statistical gear and the other that's your outward appearance, so in that essence there wouldn't really be a need to create an upgrade system if the concept behind it is to allow one to wear gear that they want to wear.
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When it comes to rare materials it's a hard mistress to fight. If you think of it as a gatherer is it really fair that from what I've seen the most expensive material in the game comes from a mob drop, the Dodore Wing which turns into Dodore leather, which I've seen go for 1mil on the Market Wards. DoH is suppose to be the supplier of materials, but if the best material come from fights then it pretty much negates the usefulness of those classes. If you want said idea to work it has to involve all the classes you can't leave DoH out of it, there has to be some way DoH can be involved in acquiring these materials.
Ok here's an idea, let's think of the fights with the Primals as the astral world. Let's say that gatherers can enter the astral world using the same inferno tapers as DoW/M do to fight Ifrit, except when gatherers use it, they go into a domain in which they attempt to extract materials from the region. Now the limit would be this. Hm, what if instead of Inferno Tapers, the "item" they needed was obtained through a new ability "Astral Collection" in the same essence of "fingerprint of the god" when active it would allow the gatherer the chance to obtain astral materials that would allow them to enter the primal's domain to obtain materials that could be used to create rare pieces of equipment.
It's just if you want rare materials to exist DoL HAS to be involved in some way.
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As for the dungeon point system, a system like that puts an expiration date on dungeons since people could just use numbers to determine when they will be done with the dungeon, however there is a way for said system to work.
The simple idea is this, the point system could be used to allow you to skip parts of dungeons if you just want to fight a certain NM for their chest drop. However when you do use said item you won't obtain any points for that dungeon run. Also it would be required that everyone has a "Hall Pass" to go along with the "Dungeon pass" kinda like this.
I haven't really experience many full dungeons but under the idea that there are 3 NMs let's say this I think it's antlion, chimera and I"ll make up a 3rd NM, the Liger. So let's say the introduction of these boss fights come as Liger-Antlion-Chimera
So say you have saved up 1k dungeon points. you could do the following
Bypass Start=200
Bypass Liger=400
Bypass Antlion=600
Hall pass=50
So basically the person with the Bypass would have to initiate the dungeon and everyone would have to carry said "Hall Pass" to follow along. When the person uses the Bypass the part is sent to the area just before or after the boss fight based on the Bypass they used. When using Bypass Start it jumps you to the area before you fight the Liger. If you don't feel like fighting the Liger then you use the Bypass Liger which jump you to after the fight with the Liger, If you don't want to fighter the Antlion then it pops you in right after antlion fight. Then from there you could charge through to the chimera, but the general idea would be to save time for those who may grow tired of the same exact flow of the dungeon just to fullfil some speed run requirement. But if their main goal is just to get the chest from x mob then let them
use the Bypass.
But ya, that's just off the top of my head, I'm not sure how well it wuold work in execution but I would imagine if people just wanted to fight a certain NM they would be able to or even this. The Bypass could be used to practice on an NM that may be giving you trouble, rather then only have 15 mins left in a run you would have a full hour to play around with strats and figure out what works best for your group.
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I'd like to think some of these ideas could work, but it's hard to say what needs to be fixed until we see everything in action, especially the DoL reform, that one doesn't seem like it'll take place til after 2.0 but I do have hopes that hamlet will offer something to empower the gameplay for gatherers and give them loot that is both rare and sells for a decent amount.



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