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  1. #51
    Player
    NotoriousZow's Avatar
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    Jul 2011
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    71
    Character
    Notorious Zow
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I do not like the idea of job-specific tomes. Why? Because I like the freedom of playing whatever job I want. Say I want to run a dungeon with 3 friends and they need me to be healer (maybe because my healing jobs are pretty maxed out on gear), but I'm earning tomes for a job I don't really need them on. I think that placing a job-specific tome reward system in place really limits you. I want to be able to play whatever job I want and spend my tomes however I want. You guys think that this will help make the armory system "not useless" but it in fact does the opposite. For me it will make the armory system to restrictive. I like how myth tomes are handled. I do not feel that it needs to be changed at all.
    (0)

  2. #52
    Player
    NotoriousZow's Avatar
    Join Date
    Jul 2011
    Posts
    71
    Character
    Notorious Zow
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    The myth cap does not make the armory system useless at all, it just slows the acquisition of gear. It creates a sense of progress and adds balance to the whole progression scale (even if it is some false sense of progress imposed by a restriction). I much prefer this restriction than a restriction of having to play a specific job just to earn tomes for that job. no. no. no. no. I really hope SE does NOT put this in place. It may work in a game where you can only play one job/class per character, but in a game with an armory system it strips away freedom and makes party play more restrictive and limited. No thanks.
    (0)

  3. #53
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Pooky View Post
    The problem with raising the cap is that it will make it more of a chore than it already is. As it is, you have the feeling of "I have to get 10 WP runs done this week" every week. You really want that feeling to turn into 15? 20? Either get rid of the cap entirely, which means people will have full AF2 on multiple classes within days. Or keep the cap reasonable(which it is) so the feeling of "I need to do x number of runs" doesn't make x a terrible number.
    Raising the cap isn't a solution to the OP's complain as it will not change the fact that you will still have to prioritise a "main" job; it would only add more grind for everyone actually, instead of just the people who want to gear several jobs. It's by no means a solution. The only solution would be a cap per job:

    —> those who only want to gear one job would still have only 300 pts to make per week

    —> those who want to gear several job could earn their 300 pts for their main, then another 300 pts for another job, and so on.
    (0)
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  4. #54
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    If you do not understand the complaints about the armory system and tome caps, please refer to this thread here:
    http://forum.square-enix.com/ffxiv/t...ory-job-system.

    Also, let's please keep the discussion for this issue all in a single thread(preferably the one linked) so it's easier for SE to see all our complaints about this issue in a single thread. It's how the japanese do it, more organized and easier to read.
    (0)

  5. #55
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by NotoriousZow View Post
    The myth cap does not make the armory system useless at all, it just slows the acquisition of gear. It creates a sense of progress and adds balance to the whole progression scale (even if it is some false sense of progress imposed by a restriction). I much prefer this restriction than a restriction of having to play a specific job just to earn tomes for that job. no. no. no. no. I really hope SE does NOT put this in place. It may work in a game where you can only play one job/class per character, but in a game with an armory system it strips away freedom and makes party play more restrictive and limited. No thanks.
    It's not the cap itself that makes the armory system useless; it's that the cap applies to your whole character and not to each of your character's jobs.

    As for your previous commentary, here's what I said just above it:

    Finally, to address the notion that "if the cap was per job, I would be forced to play a specific job in order to gear said job". Well… ^^; … you're entitled to your own tastes, but doesn't that seem more logical to you? That you need to use a specific "asset" (here, a specific job) in order to be more powerful/efficient with the asset in question? How is it logical that your tanking gets better when all you do is use a healer?

    Think of it this way: I don't get better at maths when I read history books, I get better at maths when I actually learn and do maths.

    Of course it's nice, it's comfortable to be able to gear all jobs only playing one, but it's certainly less logical than having to use a given "thing" to get better at that very "thing". It would be great to get better at maths when reading history books as well, but it just doesn't work that way. And let's not even talk about "player skill" when you gear up a tank by playing another role entirely. It's just how MMO's work: I play a tank, my tanking character gets "better" (geared), and I as a player get "better" (skilled) at tanking. I play a healer, my… oh you get it.
    Again, it makes way much more sense to have to actually use and play a job to gear it, than to be able to gear all of them only playing a single one. That would be more logical, and it would give much more sense to the armory system overall.

    Finally:

    Quote Originally Posted by Shiyo View Post
    If you do not understand the complaints about the armory system and tome caps, please refer to this thread here:
    http://forum.square-enix.com/ffxiv/t...ory-job-system.

    Also, let's please keep the discussion for this issue all in a single thread(preferably the one linked) so it's easier for SE to see all our complaints about this issue in a single thread. It's how the japanese do it, more organized and easier to read.
    What Shiyo said, 100% agree. On a side-related note, it would be great if moderators here would actually merge similar topics, that's just good practice on a forum.
    (Sometimes people don't take the time to research prior to posting, or can't find specific threads, therefore that's why moderation is required: not only to discipline but also to curate and organise a forum.)
    (1)
    Last edited by Alcyon_Densetsu; 11-12-2013 at 07:39 AM.
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  6. #56
    Player
    Devilray's Avatar
    Join Date
    Sep 2013
    Posts
    126
    Character
    Devilray Asura
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Sove92 View Post
    The mythology cap is obviously temporary, the fact that it takes 5½ months to get a full set of AF2 says enough.

    Raising the cap is a better idea, so it is more likely. There are also 2 upcoming tome sets coming, which will probably capped as well, while myth cap keeps increasing. Of course they are restricting the speed ilvl 90 gear can be acquired when you can't even get ilvl 80 gear until 2.1.
    Why do they need to reduce the cost of af2 or raise limits. Makes any sense of progression retarded.
    (0)

  7. #57
    Player
    Pooky's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    233
    Character
    Skeksis Poloma
    World
    Leviathan
    Main Class
    Archer Lv 90
    Quote Originally Posted by Alcyon_Densetsu View Post
    Raising the cap isn't a solution to the OP's complain as it will not change the fact that you will still have to prioritise a "main" job; it would only add more grind for everyone actually, instead of just the people who want to gear several jobs. It's by no means a solution. The only solution would be a cap per job:

    —> those who only want to gear one job would still have only 300 pts to make per week

    —> those who want to gear several job could earn their 300 pts for their main, then another 300 pts for another job, and so on.
    The issue I have with caps being job restricted rather than character restricted is that currently to get my 300 myth, I can do WP/AK/CM/Praet/Primals etc as Bard or White Mage. Eventually I plan to have a Paladin at 50 be able to do AK/WP as well. As needed for better group make up and to switch things around. But I'm collecting my myth just for my Bard. I go to coil only as Bard. Bard is my main. Restricting it to jobs will force me to do my 10 WP runs a week only on bard. I will have to find specific groups and I will have to play just my bard. I don't really care to get myth for WHM or PLD right now, but I want to play them in WP/AK. But if I do that with job capped myth, then I'm not helping my Bard. Which is the appealing thing about the armoury system to me.
    (0)

  8. #58
    Player
    StarMarmot's Avatar
    Join Date
    Sep 2013
    Posts
    156
    Character
    Dark Wind
    World
    Cerberus
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by NotoriousZow View Post
    I do not like the idea of job-specific tomes. Why? Because I like the freedom of playing whatever job I want. Say I want to run a dungeon with 3 friends and they need me to be healer (maybe because my healing jobs are pretty maxed out on gear), but I'm earning tomes for a job I don't really need them on. I think that placing a job-specific tome reward system in place really limits you. I want to be able to play whatever job I want and spend my tomes however I want. You guys think that this will help make the armory system "not useless" but it in fact does the opposite. For me it will make the armory system to restrictive. I like how myth tomes are handled. I do not feel that it needs to be changed at all.
    This is a valid concern I think.

    But if you think of it in terms of other games, where an alt is a separate character, you could never really earn currencies for your alt if you played your main. Debatable, but to me I think that's a hit you'd have to take. If you want to gear your alt, you should have to actively play it. Gearing through hand-me-downs and spare currencies is not my idea of how to alt.

    And that the shared cap slows gearing down for a sense of progress... I think the magnitude of the scale of this is way off. By the time you can start using currency for your alt, the content is dated. By the time you can start using currency for you 3rd alt, we're probably 2 expansions down the road. And I don't see how having parallel gearing of your alts would disturb any sort of balance.
    (1)

  9. #59
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Pooky View Post
    The issue I have with caps being job restricted rather than character restricted is that currently to get my 300 myth, I can do WP/AK/CM/Praet/Primals etc as Bard or White Mage. Eventually I plan to have a Paladin at 50 be able to do AK/WP as well. As needed for better group make up and to switch things around. But I'm collecting my myth just for my Bard. I go to coil only as Bard. Bard is my main. Restricting it to jobs will force me to do my 10 WP runs a week only on bard. I will have to find specific groups and I will have to play just my bard. I don't really care to get myth for WHM or PLD right now, but I want to play them in WP/AK. But if I do that with job capped myth, then I'm not helping my Bard. Which is the appealing thing about the armoury system to me.
    I hear you. But I think there's way we could have a per-job cap and at the same time allow you to freely earn these tomes in a number of scenarios.

    In another MMORPG there is a reputation system (you get reputation points by doing "stuff"). There are several reputations. When you do a dungeon, any dungeon, you get reputation points, and you're allowed to choose which of these reputations you want your points to go towards.

    So consider this: in our case, you would be able to select "BRD" so that, no matter which class you play, no matter which dungeon you run, all the tomes earned would count towards your BRD cap (tomes that you could only use to buy BRD gear, obviously; they could be called "Mythology Tomes of the Bard"). When that cap reaches 300 (maxed), you'd then be able to get tomes for another job (again, 300 max for a given job, never more per week, for instance up to 300 "Mythology Tomes of the Paladin"), until the weekly reset happens and you can get back to earning tomes for your BRD.

    Wouldn't that be nice?
    (2)
    Last edited by Alcyon_Densetsu; 11-12-2013 at 07:59 AM.
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

  10. #60
    Player
    itscoreylol's Avatar
    Join Date
    Nov 2012
    Posts
    21
    Character
    Katy Perry
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Alcyon_Densetsu View Post
    herp derp
    So instead of a badge grind you want rep grinds?

    I'm really glad people like you aren't working at SE.

    Myth tome cap is fine where it is right now. It shouldn't be per job, and tomes shouldn't be mutually exclusive to the job they're earned on.
    (0)

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