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  1. #1
    Player

    Join Date
    Dec 2012
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    1,132
    Quote Originally Posted by Docj View Post
    I'm sitting in a fully furnished medium house, with 7mil on hand and nothing to spend it on except glamour. I have all classes at 50 and already reached my lockouts for the week. That's my problem.. so why don't you stfu or say something constructive.. oh wait, let me guess, I should be collecting minions to pass my time now.. plz.
    Yes, and I have 15 mil on me. No house and only my Paladin is still at 50. Are you really trying to argue that I'll suddenly run out of things to do after I buy a house and get my Paladin to 50.

    The only thing you provided was a non-argument. FFXI had what you want but I assure you that there were also people there sitting on mountains of gil with nothing to spend it on.

    Hell, if you only have a Medium house quit your whining and start working your little behind off making gil for a Large house like a real pro.
    (1)

  2. #2
    Player
    Atomnium's Avatar
    Join Date
    Mar 2011
    Posts
    331
    Character
    Flare Oskopnir
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Docj View Post
    "...snip all posts snip..."
    Man, you actually revived my trust into this forum, don't continue to respond to the "fluffy community", you had arguments but it's an exit-less discuss since they actually enjoy this vanity-only economy and after all it's their rights too, everyone enjoy the game at his/her level.

    Quote Originally Posted by Gilthas View Post
    I doubt that not being able to craft the highest iLvl has much to do with RMT. I think it has a lot more to do with Yoshi-P thinking that the best raid gear should be obtained through raiding
    Duh, I lost brain cells for a sec, ah well O.O let's focus again.
    Man in which sort of cavern have you lived from? No offenses but this is one of the worst / wrong and logic-less sentance I had to read on a forum since ages about crafting, end-game contents and BIS equipements.***


    Of course it had to do something with rmt ! did you ever heard something about controling the market? spending a whole day/weeks/months to buy one or multiple things and then putting the said crafting material back into market board? ^^; in a world where crafting would provide useful equipements for raiders, Nael would drop crafting materials to create powerful armors/weapons and... RMT would get the control of this market ^^, bumping the prices set by legit players to incredible numbers and so : filling their rmt wallets (on a side note, this is a very common practice since years on any mmos).

    ***note for myself I'm so getting reported by Gilthas right now (please don't ; ; look at my cute lalafel, it have feeling!... sometimes).
    (1)

  3. #3
    Player Dashuto's Avatar
    Join Date
    Aug 2011
    Posts
    317
    Character
    Dashuto Moragan
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I find it hilarious that some of OP's points pertain precisely to the player argument happening right here, in real time.
    (0)

  4. #4
    Player

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    Dec 2012
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    1,132
    I bring up FFXI because it has exactly the system you want but doesn't solve the problem you have.

    Forcing specializations on players may lead you to having more stuff to do on, lets say, Goldsmith, but at the cost of removing all the stuff you had to do on the other 7 crafts. The net result of "how much stuff you had to do" would likely be the same.
    (1)

  5. #5
    Player

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    Dec 2012
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    If you actually read my posts you'd see that I have already provided a solution that would greatly lesson the problem of RMT: make the best gear require a crafted component and a non-tradable component that drops from endgame content. A system that SE used in FFXI.

    Another thing that would greatly lesson the RMT problem would be to have the materials for the crafting component be easily accessible (tomestone items).

    Yet SE chooses to not use any of these solutions.

    Which is why I think it's more likely that the biggest reason to not make craftable gear comparable with endgame dungeon drops is because Yoshi-P wants the endgame players to be able to completely ignore the market.
    (0)

  6. #6
    Player
    Atomnium's Avatar
    Join Date
    Mar 2011
    Posts
    331
    Character
    Flare Oskopnir
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Gilthas View Post


    If you actually read my posts you'd see that I have already provided a solution that would greatly lesson the problem of RMT: make the best gear require a crafted component and a non-tradable component that drops from endgame content. A system that SE used in FFXI.
    Actually I support your idea but the resulted crafted item would have to be non-tradable too or it would just end into RMT's hands once again.
    Which lead into the same problem again, there is no way to put very valuable and tradable items (best BIS by weapons/armors) in a game's economy market without risking to see it falling into RMT's business :/
    Damn you RMTs.
    (0)

  7. #7
    Player
    subteraneanbird's Avatar
    Join Date
    Mar 2014
    Posts
    362
    Character
    Kurara Mamegano
    World
    Malboro
    Main Class
    Samurai Lv 90
    And that is an entirely non-random element. So that doesn't lend anything to your case.
    (0)

  8. #8
    Player
    SDaemon's Avatar
    Join Date
    Aug 2013
    Posts
    1,489
    Character
    Koala Shibito
    World
    Sargatanas
    Main Class
    Viper Lv 100
    Quote Originally Posted by subteraneanbird View Post
    And that is an entirely non-random element. So that doesn't lend anything to your case.
    Um what? The direction of that was at instant death mechanics, not random element mechanics. My original comment was that I would be fine with more random element mechanics as long as they were not instant death. I never said they were overly present. He in turn said it added tension. I said having an abundance of instant death would be ridiculous. He then brought up instant death in Ramuh and I added one to his list. Not sure what you are trying to get at here.
    (0)

  9. #9
    Player
    Wishangel's Avatar
    Join Date
    Oct 2013
    Posts
    19
    Character
    S'ynclair Nunh
    World
    Balmung
    Main Class
    Archer Lv 50
    I thought this post was going to address an important issue, but I was disappointed. This game isn't about combat, but rather story and the story is the most important and significant aspect of the game. The story is the very reason you're tasked with the dragon slaying the game offers and if you forget that and are not immersed you'll start feeling like this game matters less and less. That being said this game has an excellent story.

    To be more relevant with the OP I'll add this: That the way encounters are, are perfectly acceptable to me, instead of the encounters, we should add dynamic activities and puzzles. By dynamic, I mean to say that with each clear the dungeon puzzles will shift in such a way to make it impossible to look up the answers online or in a guide book. Maybe a maze mechanic, or more dungeon traps. That sort of thing would add much needed excitement into any mmorpg.
    (1)

  10. #10
    Player
    Edli's Avatar
    Join Date
    Jun 2014
    Posts
    408
    Character
    Edli Papami
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Wishangel View Post
    This game isn't about combat, but rather story and the story is the most important and significant aspect of the game.
    What? No. Saying that story and not gameplay is the most important aspect of some game is a strange thing to say. When people talk about 1.0 and ARR story never gets mentioned. 1.0 presented story better than ARR yet it failed because ultimately gameplay is what matters in a game. That is why it failed and that is what ARR improved even at the expense of cutscene and voice acting quality.

    Maybe I'm in the minority but I like the fights in this game. Branding team rope as something negative in a coop game is something I don't get. Yes the success in a coop game comes from the performance of the whole party not from the performance of an individual. That has been the case for every multiplayer game.
    (0)

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