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  1. #1
    Player
    Reokudo's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    427
    Character
    Ryu Gier
    World
    Balmung
    Main Class
    Lancer Lv 50
    Now let's take your idea, while keeping gear drops from bosses, while adding unique crafting drops to them to make the best gear. Of course this best gear might also be terribly itemized, you'd also have to craft it yourself. It'd require 20+ kills of said boss to gather the materials to make it. It'd be themed to the raid tier of course. Not getting the loot you want from the current raid no matter how many times you've done it? Fret no longer, you can now make something that may or may not be better!
    (1)

  2. #2
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    An issue with centralizing a gap bridging function around crafting, or really around ANY one aspect of the game is you then have that aspect become a must, and crafting is by far the worst choice of the possible progression choices. ABSOLUTELY worst! The market prices for materials, gear, etc., is already very inflated. Making a craft vital to bridging a gap between players of different ilvls means that this trend will inflate faster. So, no, I definitely, completely, and adamantly disagree with making crafting required in any way, shape, or form.

    I won't sit here and pretend that the fresh 50s don't have issue with advancing quickly to catch up with others who are already well established, and this is a problem that needs to be handled, but not by funneling them into using any certain one method cored around one aspect of the game. What makes any MMO great is the availability of options to bring about a goal. Crafting, as it stands, is right where it should be, just right behind the end game gear, for one reason, the customization on it makes it far superior to gear of its equivalent ilvl. If they released ilvl 130 crafted gear along with Final Coil, there would be a sever lack of need of FCoB.

    Other options that really need to be implemented are things that shouldn't have ever been removed in the first place. Philo tomes and Myth tomes shouldn't have been removed at all, only given the option of trading between the classes of tomes (while they implemented the function to trade up, but a function to trade down should have been made available too. This would make the previous gear drastically easier to get, instead of turning them into dungeon drops (Myth gear is effectively a dungeon drop now). New gear appearances should have been made instead for the new dungeons. One of the worst choices a designer can make in a game is removing any system already implemented. Outdated systems should only be made easier when newer systems are implemented that are harder. This ensures that your game keeps the relatively same level of progression for players who are freshly reaching the end of the game. As it stands, players reaching 50 are finding that they are struggling to get the tomes to buy Soldiery items because the dungeons they have unlocked already don't even give 1/10 of a piece of gear. And the items that use to be so easy to get with Philo or Myth are now squabbled over by players in a dungeon and subjected to the RNG of a dice roll.

    With the massive hunt nerf too, getting the soldiery items from a hunt is just as difficult as it was before the removal of Myth tomes. Where Soldiery was suppose to essentially become the new myth in this sense, it remained stagnant... no, it became worse actually. Fewer people do hunts now. I'm not saying that hunts should drop Poetics now either. No. My ideal fix for this would have been instead to have all the hunts drop the same number of tomes, only different tomes (i.e. B ranks, Philo, A ranks, Myth, S ranks, Soldiery and 50 of each is fine) This way, Philo gear, will remain very common, and still be considered very introductory, Myth gear will be in the middle, and the Soldiery from the S ranks will only be slightly easier to acquire. And probably put the spawn rate of B ranks up a little, to maybe 5 to 10 minutes in random locations.

    Another option I see is the use of Labyrinth and ST and the new 24 man. Since Labyrinth drops gear of ilvl 80, in between philo and myth, it should go back to dropping 100 philo and 50 myth. ST, which drops ilvl 100, in between myth and upgraded soldiery, should go back to dropping 100 myth and 50 soldiery as well as the upgrade items for soldiery pieces. The new 24 man should drop 100 soldiery and 50 poetics as well as the upgrade items for poetic gear.

    All of these changes would ensure player just reaching end game wouldn't find progression in ilvl so difficult or jumpy. As it is, the only real reason they are running the lower ilvl dungeons is for the tomes to jump to the end game, but the rate at which they are able to acquire the gear is slowed due to SE decreasing the amount of tomes dropping in lower dungeons because the types of tomes are for a higher ilvl. This doesn't really help them at all. It simply makes the game feel like a complete grind. So, drop more tomes of a lower grade, so that these players can feel like the dungeon is more worth their time, but still effectively makes their progress no faster. We aren't talking about just giving players their gear, they will still have to put in work towards the gear, but their progress will FEEL better because they will be looking at new pieces more often instead of sitting on the same ilvl 50/55 pieces for weeks on end before replacing one piece with an ilvl 100 and repeating that same grind for weeks again for another piece.
    (0)
    Last edited by Ceodore; 12-27-2014 at 07:56 AM.

  3. #3
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    While i can certainly agree with wanting Crafters to interact more with Raiders, but forcing those who enjoy raiding to have their raid gear crafted by some random guy, who may not even get it HQ after you went to the all the trouble of downing the encounter sounds like a terrible idea.

    What i think should happen is that Raids, such as Coil and the Primals, drop materials themed to those Raids in addition to what they drop regularly. These materials can be used to create alternate, same item level gear with similar stats. Maybe even in some cases the crafted stuff is just exactly what the boss would ordinarily drop,
    This would help take the sting out of RNG never ever dropping gear for that one guy who has no luck whatsoever and is forever behind the gear curve in your static as a result.

    They could even have specialty sets from the Primals that are themed to the presentation of the Primal itself, Like Ifrit and Titan themed Armor.

    Such a system would include the ability to have a Crafter make something with Materials in your Inventory, much like the way the Materia Meld Requests work. That would allow the Materials obtained to be non-tradeable while keeping the ability for Crafters to join in.
    The Item would be automatically deposited in the Material owners Inventory so it doesn't just become another Market Board vanity thing.

    Such an idea would allow crafters to be in some form of demand by Raiders outside of niche 1% cutting edge crews. Who most likely craft their own gear.
    (0)

  4. #4
    Player

    Join Date
    Aug 2013
    Posts
    1,176
    I'd rather see IV/III Materia drops from chests in place of the current crafting mats.
    (0)

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