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  1. #21
    Player
    AndrewN's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    97
    Character
    Justalyne Relboron
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Rentahamster View Post
    Making players carry around endless amounts of matierials just to repair their gear is redundant and a waste of inventory and database space. This will cut down on both and save players time and frustration. This may be "dumbing down" in your opinion, but the previous way was definitely NOT "smartening up". It was terrible design.
    There wasn't endless amounts of stuff to repair items, a weaver only needs canvas, velveteen and linen fent to repair 99% of all gear, similarly the other crafting classes require a limited number of items (various spletches for leather, nuggets for blacksmith and squares for armourer). I admit there are a very few items that have something unusual as the repair mat, but there are very few of these.

    And this is dumbing down, how can you even question this? We have gone from a repair mat that has some relation to the item being repaired to a generic 'dark matter'. You may agree with the change but it is still dumbed down.

  2. #22
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Zenaku View Post
    Item,Crystal,Mat,Repair item. by adding a new tab in our item list to hold up to 80 room of mats to repair would fix this issue
    That doesn't fix anything. All you're doing is increasing inventory space to accommodate item bloat and item redundancy. It would cause even more strain on the server since each players' item database has just increased by 80.

    Quote Originally Posted by Zenaku View Post
    you click on all the item that is for repair and add it to that tab this would still make the repairing item make sense and still make it cool that you repair the item with the item it need repair with.
    Functionally, this process achieve the same thing as the dark matter repair process. The subjective opinion that "it makes more sense" is irrelevant to the positive gameplay ramifications of the dark matter process.

    Quote Originally Posted by Zenaku View Post

    But i guess SE was lazy and needed a quick fix lol.
    Just tacking on more inventory space is the lazy fix. Making the decision to consolidate redundant items and provide players with a more convenient and less frustrating way to deal with necessary gameplay elements (which is what "repair" is) is the non-lazy fix.
    (9)
    ------------------------------------------------------------------------------------------------------

    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  3. #23
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Thank GOD!! no need to use fucking 10 inventory spots just to carry repair mats.
    (15)

  4. #24
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    Players did it themselves out of lazyness to use their gathing classes to get repair items on a needed basis.
    Strange. I never figured out where the canvas fent tree grows. >.</
    (7)

  5. #25
    Player
    lackofwords's Avatar
    Join Date
    Mar 2011
    Posts
    431
    Character
    Dalimin Dataru
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Aside from the obvious change it makes in reducing the number of materials one would have to carry around to repair an array of items, it also changes the value of those individual items.

    Such as all those repair items gil value as well as intrinsic value would drop like a rock now since they are no longer required for repairs. Instead their value now is just pooled into one single generic item that repairs everything for a certain rank range.

    So what does this mean? (making up numbers now) Instead of maybe paying 2k for a plank of wood to repair your shield, you might be paying 5k instead. Why can I make this assumption already? It is simply because this generic item is a lot more valuable than a specialized item that is focused on repairing only a small set of items.

    In my opinion I rather have them leave in the current repair system, and add this on top as a "premium" option for people who do not want to hold on to all those items to repair all their equipments. Why? Because if you're crafter, you already know that all those items you use to repair is already use to craft. So it is really no sweat off the crafters brow since they are holding those items anyways. I see it as a change for the adventurers of DoW and DoM who need to have an empty inventory so they can stock on loot.
    (2)
    Last edited by lackofwords; 07-15-2011 at 06:43 PM.

  6. #26
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    I can now clean out a ton of mats from my retainers

    YAY MORE SPACE!!!!

    EDIT: Wait, is there other stuff that you use fents for?
    (7)

  7. #27
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    Now THAT'S definitely one of the most welcome changes EVAR.
    I hated carrying around canvas, cotton velveteen fent, buffalo and toad leather spetches, maple, ash and elm twigs and boards and copper plates, and silver, brass and electrum nuggets. SOOOOO annoying, especially if you tried to repair something in the field just to realize: "Hey! I've run out of repair ingredient No. 27 again! Damn! Back to town!"


    GOGOGO, SE!

    (Though i don't want to be the guy sitting on 15 stacks of electrum nuggets now. Oh well... I guess that's what we asked for when we voted for "major game improvements, even if it changes the balance of the game".)

    P.S.: My guess: Someone complaining that he's been brutally and heartlessly cheated out of his niche market will appear within 5 posts MAXIMUM, hahahahaha!!!
    (9)
    Last edited by Rinsui; 07-15-2011 at 06:41 PM.

  8. #28
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Quote Originally Posted by lackofwords View Post
    Aside from the obvious change it makes in reducing the number of materials one would have to carry around to repair an array of items, it also changes the value of those individual items.

    Such as all those repair items gil value as well as intrinsic value would drop like a rock now since they are no longer required for repairs. Instead their value now is just pooled into one single generic item that repairs everything for a certain rank range.

    So what does this mean? (making up numbers now) Instead of maybe paying 2k for a plank of wood to repair your shield, you might be paying 5k instead. Why can I make this assumption already? It is simply because this generic item is a lot more valuable than a specialized item that is focused on repairing only a small set of items.

    In my opinion I rather have them leave in the current repair system, and add this on top as a "premium" option for people who do not want to hold on to all those items to repair all their equipments. Why? Because if you're crafter, you already know that all those items you use to repair, you already use to craft. So it is really no sweat off your brow holding those items anyways. I see it as a change for the adventurers of DoW and DoM who need to have an empty inventory so they can stock on loot.
    No, it won't if its not a rare item and easily synthable by everyone, which probably will be the case.
    (2)

  9. #29
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by AndrewN View Post
    There wasn't endless amounts of stuff to repair items, a weaver only needs canvas, velveteen and linen fent to repair 99% of all gear, similarly the other crafting classes require a limited number of items (various spletches for leather, nuggets for blacksmith and squares for armourer).
    It all adds up.

    Having so many different repair mats made this scenario:

    "I need repairs but no one in the area has the right mats to fix my stuff"

    much more likely than it should be.

    Quote Originally Posted by AndrewN View Post
    And this is dumbing down, how can you even question this?
    Becaaauuuse:

    Repairing now is a brainless activity that only requires you to have a particular item in your inventory and a prerequisite rank in a specific crafting class.

    Repairing in 1.18 will still be a brainless activity that only requires you to have a particular item in your inventory and a prerequisite rank in a specific crafting class.

    It took little real skill before the patch, and it will take little real skill after the patch. Therefore, not "dumbing down". The "dumbness" is staying constant.
    (17)
    ------------------------------------------------------------------------------------------------------

    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  10. #30
    Player
    Join Date
    Jun 2011
    Posts
    710
    I guess the millions of gil worth of repair mats in my retainer won't be selling...

    (oh or they're being replaced by dark matter?)
    (0)

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