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  1. #1
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    I don't believe that account binding is the solution. Most well geared characters in 1.0 were balanced between double/triple melded crafted gear, and rare/ex gear like Darklight. I also don't feel drop rates should be incredibly high on content, but at the same time not so hard that you need to run it 300 times before seeing a single body drop. This also needs to be offset with dynamic bosses with challenge. Bosses should require skill, not hundreds of successful attempts. I can understand NM drops dropping only ex items so that RMT don't farm them all day long.

    I can also agree that quest rewards that involve gear should be ex. Those can be account bound, but crafted gear should absolutely not be.

    Account binding to me is more of a band aid, rather then looking for a real solution. It doesn't really solve anything, and all it does is get on the nerve of certain players which in this case is a sizable portion.

    It can't be implemented in the traditional way that it is in other MMOs. Not with the Materia system being involved.
    (3)
    Last edited by Zezlar; 02-12-2013 at 02:11 AM.

  2. #2
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Zezlar View Post
    I don't believe that account binding is the solution. Most well geared characters in 1.0 were balanced between double/triple melded crafted gear, and rare/ex gear like Darklight. I also don't feel drop rates should be incredibly high on content, but at the same time not so hard that you need to run it 300 times before seeing a single body drop. This also needs to be offset with dynamic bosses with challenge. Bosses should require skill, not hundreds of successful attempts. I can understand NM drops dropping only ex items so that RMT don't farm them all day long.

    I can also agree that quest rewards that involve gear should be ex. Those can be account bound, but crafted gear should absolutely not be.

    Account binding to me is more of a band aid, rather then looking for a real solution. It doesn't really solve anything, and all it does is get on the nerve of certain players which in this case is a sizable portion.

    It can't be implemented in the traditional way that it is in other MMOs. Not with the Materia system being involved.
    Pretty much this. While I don't mind some rare item's being bound, I don't want it to be that way for all items. Keeping some tradable for their value is one way some players go about making the in-game gils. I never once crafted in XI (except for getting CC in like the 20s and never doing it again..) so the majority of the gil I was making was from endgame runs with my shell or solo farming on THF. Needless to say, the majority of my solo farming only took care of day to day expenses (entry fees, teles, etc) whereas the splits from the larger drops with my shell were what kept me progressing. I love seeing the BIG RARE drops worth tons and you know your whole group just made a mill or two, each, for doing something that was fun anyways.
    (2)

  3. #3
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Zezlar View Post
    I don't believe that account binding is the solution. Most well geared characters in 1.0 were balanced between double/triple melded crafted gear, and rare/ex gear like Darklight.
    how does that stop crafters from melding gear for people to buy? (it actually helps crafters)

    how does it stop people from melding their own?

    i don't understand your argument at all.

    Quote Originally Posted by Zezlar View Post
    I can also agree that quest rewards that involve gear should be ex. Those can be account bound, but crafted gear should absolutely not be.
    crafted gear won't be ex. gear that attains +1 spiritbond points or more will be ex.

    Quote Originally Posted by Zezlar View Post
    Account binding to me is more of a band aid, rather then looking for a real solution. It doesn't really solve anything, and all it does is get on the nerve of certain players which in this case is a sizable portion.
    and i would argue that most anyone who has experienced functional game economies in MMOs outside of FFXI/V see it as completely the opposite. but then what is your solution? how do you remove more equipment from the economy so the AH/MW don't get saturated? in a system where quests and dungeons will provide players with more relevant gear choices than ever before, how will crafted/melded gear retain value at all?

    Quote Originally Posted by Zezlar View Post
    Not with the Materia system being involved.
    lol what? materia is barely any different from enchantments or gems in other MMOs.

    i seriously don't understand your position at all.
    (1)

  4. #4
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    I apologize. I for some reason can not quote the way I would properly like to but i'll address your points in different sections.

    There should be a decent balance of non ex gear, and gear that is found within dungeons. If I want to test gear out I should be able to purchase let's say two items from the wards with different stats. Then go into battle and compare. This system says "Too bad, you gained 1 xp on both items." Now you're stuck with it, and out the cash you just spent on both items.

    Same point as above.

    The Materia system did a good job at removing gear from the economy. The ridiculously low meld rates were proof to that. Raising the success rate on the melding means there will be even more gear on the wards, because it will now require less items to do. We're at the same end here, only now we are screwed with account binding once you gain that 1 xp point. Gear will always lose value over time. That is how things operate, but if you go with this system your value is completely wiped away that instant you fight a monster.

    In the end I will not buy items from other players. I can make everything myself, so why decrease my value twice by purchasing materials or items from other players, and completely losing all of that value once bound. That means all my Gil is already worthless. The problem we had with 1.0 is that there was no damn reason to make low level gear. It was useless.

    I can see that the system does work, but it doesn't work in a way that I find pleasing, or even acceptable. I'm honestly dumbfounded that people have allowed such an archaic component to exist.
    (3)
    Last edited by Zezlar; 02-12-2013 at 02:56 AM.

  5. #5
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Zezlar View Post
    Now you're stuck with it, and out the cash you just spent on both items.
    unless you finish the SB, convert them to materia and sell it- and passing on that option is a personal choice, not a design flaw.

    Quote Originally Posted by Zezlar View Post
    The Materia system did a good job and removing gear from the economy
    it did a *fair but not great* job of removing gear from the economy, because most people with any intention of melding or SBing crafted their own stuff to save money.

    for SB, the only items which really were frequently removed from circulation were cheap belts and rings, and that's primarily as a result of two functions: first because both slots converted into highly coveted materia, and second because it was easy to swap out regular pieces for SB pieces without sorely impacting performance

    for melding, generally only whatever slot pieces which were considered 'the best' for whatever job or function were bought to meld with. everything else just sat there.

    so yes, the materia system did remove some gear from the economy, but it's too easy in this game to level multiple crafting jobs and even with our relatively tiny dedicated playerbase the wards still quickly flooded with unwanted gear. if ARR is successful and a flood of new players also participate in the economy, this will only serve to exacerbate the problem

    Quote Originally Posted by Zezlar View Post
    In the end I will not buy items from other players. I can make everything myself, so why decrease my value twice by purchasing materials or items from other players
    which, again, plays a large role in why the wards get flooded with gear in the first place. almost anyone can craft. the more people you have crafting, the more gear you have introduced into the economy. and when you combine more gear being introduced into the economy by players with more gear being introduced to players through quest/dungeon rewards, thereby lowering the demand for crafted items- you've created a problem which multiplies exponentially and as a result you must figure out ways to remove gear from the economy even more quickly

    Quote Originally Posted by Zezlar View Post
    I can see that the system does work, but it doesn't work in a way that I find pleasing, or even acceptable. I'm honestly dumbfounded that people have allowed such an archaic component to exist.
    you still haven't suggested a reasonable alternative which would solve the problems that the lack of a binding system would create. and really neither has anyone else.
    (1)