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  1. #21
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by BobbinT View Post
    Back in 1.0, every class/job has their own off-hand ammo stuff. Turns out it was rarely useful and clogging worthy spaces.
    It was actually a very good off rotation TP gain source.
    (0)

  2. #22
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Tupsi View Post
    Yeah because people have to actually prepare to faceroll instances instead of automatically being able to.
    We prepare by running lower lvl/ilvl instances to gear up for higher lvl/ilvl ones. We prepare by leveling CUL or purchasing food from the broker for whatever needed stat boost (be it a little bit more accuracy to boost us to cap, or some extra spell speed to get over some casting hump, or whathaveyou). We prepare by stocking up on stat potions for that needed burst of defense or damage or healing at just the right moment in a fight. We prepare by going through the melding process with any crafted gear so as to optimize stat distribution. We prepare by learning our class to the best of our ability and adapting and incorporating knowledge gained from new situations. We can even prepare by watching videos or reading guides on a particular fight if we so choose.

    There is plenty of preparation that goes into playing one's character at the top of his or her game. "Ammo" mechanics are nothing more than pointless busywork.

    Quote Originally Posted by Tupsi View Post
    Same could be said about 90% of the dungeons in this game excluding the optional/promotion quest ones if you consider preparing for raids as busywork - You only have to do them once and never touch them again in all reality, especially since FATE spamming gives you the better exp turn out.
    Even if you remove "going through the vertical gear progression treadmill" from the preparation equation, you still have a heck of a lot to do. Or did you just ignore everything between the first and last sentences in my post? >_>
    (6)
    Last edited by Naunet; 11-19-2013 at 02:59 AM.

  3. #23
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Naunet View Post
    There is plenty of preparation that goes into playing one's character at the top of his or her game. "Ammo" mechanics are nothing more than pointless busywork.
    Same could be said about 90% of the dungeons in this game excluding the optional/promotion quest ones if you consider preparing for raids as busywork - You only have to do them once and never touch them again in all reality, especially since FATE spamming gives you the better exp turn out.

    Some complained about repairing gear yourself/at NPC being 'busy work' and "should be allowed to inside of dungeons".
    (0)

  4. #24
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    How about a quiver equipment on the offhand slot that provides whatever bonuses to arrow attacks the devs want it to have and have it provide said bonuses for as long as the durability is above 0% to simulate arrow content?

    They can make it unrepairable but deplete durability at a much lower rate (10x slower?) than the normal gear slots. Archers will have to get new quivers but at a reasonable pace so that they dont have to feel like they're losing inventory space and too much money. Besides, on the offhand armory, you only have the DoL and DoH and shields for pld and caster taking up space. Unless you have duplicates of types, you'll be using up about 13 slots for those, out of 25. That should be enough space for multiple quivers. Just toss out the depleted quivers when they 'break'.
    (2)

  5. #25
    Player
    BobbinT's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    1,523
    Character
    Bobbin Threadbare
    World
    Masamune
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Tupsi View Post
    It was actually a very good off rotation TP gain source.
    "a very good" are way too exaggerating. Would be very amused seeing this used in... say... Rivenroad a.k.a The White Raven a.k.a Nael van Darnus battle. lol
    (0)

  6. #26
    Player
    KyteStones's Avatar
    Join Date
    Aug 2013
    Posts
    418
    Character
    Vergil Savickas
    World
    Leviathan
    Main Class
    Thaumaturge Lv 60
    I vote no. Yet another post wanting what FFXI had. Lets pay MORE gil for even MORE junk in this game. Also, lets take up MORE space in the inventory thats already too small at end game for those of us leveling multiple classes.

    You want a quiver? Now you gotta pay for arrows. Run out in a dungeon andf can only do base damage? you're SOL

    IF you want that then WHM and BLM's would have to have charge times to be able to use abilities not just cast times. You want to cast fire III? Sorry you havent powered up enough. You have to move away from an AOE? Oop, gotta start charging all over again.

    For tanks and melee DPS, to keep it the same, their gear would have to shatter and cause them to lose major defense.

    to change one and keep balance one must change everything. It's not gonna happen. Stop asking for things that would case a major downfall in this game. Yoshi himself even stated he wanted to bring NOTHING that has been done in previous FF Online games into this one. What OP is asking came from XI. It will never happen and it should never happen.
    (5)
    Last edited by KyteStones; 11-19-2013 at 03:24 AM.

  7. #27
    Player
    Nadrojj's Avatar
    Join Date
    Sep 2012
    Location
    Ul'dah
    Posts
    491
    Character
    Nadrojj Rolyatt
    World
    Siren
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Naunet View Post
    Eugh, no thanks. Having one's damage tied to consumables is not fun.
    Agreed. Playing Ranger in 11 before you could stack ammo...... 18 slots of inventory taken up just in ammo to go to an exp party. No thanks. Pay to damage is not a mechanic I'd like to see in this game.
    (6)

  8. #28
    Player
    Kazamoto's Avatar
    Join Date
    Aug 2013
    Posts
    294
    Character
    Kazamoto Futatabi
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Nadrojj View Post
    Agreed. Playing Ranger in 11 before you could stack ammo...... 18 slots of inventory taken up just in ammo to go to an exp party. No thanks. Pay to damage is not a mechanic I'd like to see in this game.

    Now I want Gil Toss as an ability.
    (1)

  9. #29
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    My hats off to yoship's (hassle free, stress free, craft free, economy free, combat only players friendly) policy.

    I hated how ffxi was too reliant on (almost everything tied to crafting but crafting is too painful so a select few that endured it gets to control the economy and squeeze people's gil wallet hard just so they can be effective in combat) aspects but yoship kicked it all the way to the other spectrum! Amazing! I'm not even sure why I'm even leveling crafting!

    Cue housing replies.
    (0)

  10. #30
    Player
    Curagaja's Avatar
    Join Date
    Aug 2013
    Location
    Bastok
    Posts
    151
    Character
    Izanami Kastra
    World
    Excalibur
    Main Class
    Black Mage Lv 80
    We can't change any equipment during fights. Therefore, we would have to pick what arrow we use before you attack or get aggro.
    Remember jobs are only allowed to have a certain number of abilities and spells. If you want abilities to change to a specific arrow for a shot, then the job would lose many of their limited ability slots just to be able to inflict a few status ailments that last a few seconds and that the monster may or may not be immune to already (if not, then it will build resistance quickly).
    (0)

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