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  1. #31
    Player
    Belial's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    955
    Character
    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Chinook View Post
    Wanted to start a discussion on the following suggestion:

    Make it possible that dungeons and faction leves drop HQ versions of gear.
    (HQ = high quality = +1 +2 +3 items)

    Example of probabilities to give you an idea:
    10% chance of getting +1
    5% chance of getting +2
    2% chance of getting +3

    Pros :
    - Enhanced content replayability
    - Sets goals for min-maxers, and keeps players with a lot of free time busy
    - Motivates veterans to help new players run dungeons (since they get a chance to upgrade the gear they already got)


    Cons:
    - Repeating content to get HQ versions can become boring (though no one is forcing you if you’re satisfied with NQ)
    - Might make crafted items obsolete (though planned stat revisions on items + materia crafting details might favour crafted items even more, as previously stated by dev team)
    - Since dungeon gear is unique, NQ versions will get dropped on the floor when someone gets a HQ (instead of passing that NQ gear to someone who doesn’t have it)


    Have any other pros and cons that I can add to the list?

    Personally I don't feel it would -really- matter provided the items are balanced in such a way that they are comparable. Whether the NQ dungeon drops are slightly less than +3 crafted, or whether they add HQs for the dungeon drops and make dungeon +3s a little less appealling than crafted +3s. I think I'd be more for the HQ dungeon drops if the +1/+2/+3 provided an aesthetic change to the equipment. Otherwise, I like the current set-up, but I'm also not one of those players who has a lot of time to devote to the game, so I could see the appeal of having HQ dungeon drops for those who can play a lot (I did my time in XI so I know all about putting a large amount of time into an MMO).
    (0)

  2. #32
    Player
    Deceptistar's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    530
    Character
    Deceptistar Meow
    World
    Leviathan
    Main Class
    Astrologian Lv 91
    Personally i dont think its such a good idea. FFXIV is made for a variety of play styles. Those who have time and are more into it have the rare dungeon gear that are non-assessable to the casual player (if played legit, not buying/selling). In turn casual pple can take their time crafting or adventuring with the chance that their work may one day get them HQ items (which would mostly be from crafters) On average it may be a longer road for them but its pretty balanced between the casual and hardcore.
    To ask HQ gear out of dungeons is like asking to favor the hardcore members (in overall general), with reason only cause they are bored. The fact that the 'cons' did not list any affect on the player base and economy gives me the feeling that it was an idea thought up only to benefit a specific group of pple. In a way its kind of drastic, like a crafter asking to lower HQ rates X% for each maxed melee class one might have.
    (1)

  3. #33
    Player

    Join Date
    Mar 2011
    Posts
    967
    Wow terrible idea.
    (0)
    I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!

  4. #34
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Cairdeas View Post
    Catalysts are used to mount Materia to an item. Materia only can be created by Spiritbonding equipment.

    Ya just to make it painfully clear. Catalysts are a third part of the equation used to fuse the other two parts.

    The total cycle would look something like: DoW/DoM raises his 'spiritbond' to max through fighting, crafter (I guess) turns it into materia, gatherer gives the crafter the catalyst, DoW/DoM gives the crafter the weapon to be fused to the materia, crafter uses the catalyst, the weapon to be fused, and the materia to make the final product (the materia infused weapon).

    In regards to the OP: It makes perfect sense that dungeon items are only ever ballpark equivalent to +1/+2 crafted items while the +3 level is reserved to DoH classes. Otherwise there is no point to ever having a DoH, even if the drop rate is 2%. It makes DoHs superfluous.
    (0)
    Last edited by AngryNixon; 08-18-2011 at 04:26 AM.

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