Page 8 of 10 FirstFirst ... 6 7 8 9 10 LastLast
Results 71 to 80 of 99
  1. #71
    Player
    Karen_Cerfrumos's Avatar
    Join Date
    May 2014
    Posts
    176
    Character
    Rera Kando
    World
    Cerberus
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Donjo View Post
    You're correct in saying that people won't cry "oh, this helps me raid too well so I won't raid". Those people will try to raid anyway. The situation we actually want to avoid is "oh, I can craft/gather/hire other people to craft this gear and get an entire set of BiS gear better than the raid drops on day one? Why do I have to raid at all?" No matter what walls or RNG or whatever you put behind crafting, it's easier to do than raiding. Until such a time that crafting and/or materia melding is reworked to require as much skill as high end raiding does, having any of the results be explicitly better than the gear that requires actual skill will undermine the skillful task. If crafted gear continues on the trend it is currently on, this will happen.
    Full i110 crafted pentamelded is not better stats-wise than full i130. I don't see what you're getting at.
    Right side doesn't even exist day one.
    The only exceptions are bard and summoner perhaps and this comes from irresponsible stat distribution.
    If we talk about intent and what things are supposed to be, then gear sets need to be thought out better, that's the real problem. Then crafted gear can serve its purpose - giving you an edge in early progression.
    You propose to phase out a mechanic entirely without any evidence to how it's negatively affecting the game.
    Show me the people that refuse to raid based on how they can just craft good gear as opposed to, you know, difficulty of the raiding to begin with.
    Not to mention how if you follow this logic there's no reason to do any hard content at all as it will eventually be invalidated by the next ilvl increase.
    And I've seen on reddit that some people when presented with "Crafted as BiS" idea go "I'd rather just raid than spend 10+ million on pentamelds". So what's harder here really?

    Let's just look at the hypothetical situation here.
    So you want to use full crafted gear. Okay.
    First of all, right side doesn't exist until halfway through the raid cycle. That's the first problem.
    Second of all, not all left and right side crafted gear is best in slot, in fact only few select pieces are best in slot, and even then only for some classes.
    So in the end you still have to raid if your goal is BiS.
    But let's say it wasn't like this, let's say you could make BiS through crafting anyway.
    First, you'd need to advance enough in crafting. Or pay off a crafter advanced enough, which will cost you a pretty extra penny.
    Current 110 crafted require various items from high tiers of gathered items, demimateria, as well as various soldiery items and also items that only come from raids or desynthesis of items from raids (yeah, easier raids, like ST and BCOB, but nonetheless).
    You could ignore all that and just buy the materials - but the cost would increase that much up to maybe 0.7 mil per item now (and day one it would be more like 5 mil per item).
    Then you'd need 55 grade IV materia of a specific kind, plus however much is gonna get burned by the overmeld RNG. This part, if not spiritbound yourself, is 20 mil alone.
    You do the math but it's gonna range from 10+ mil right now to 50+ mil day one.
    So much for that day one I guess?
    And most people don't care about farming large amounts of gil. They'd rather you know, have fun playing battle content.
    The amounts of ifs pile up on itself, and hypothetical BiS will of course also include a Zodiac Zeta weapon, which wasn't even available until the last week, so the best weapon was Dreadwyrm which, guess what, still comes from raiding.
    And all that assumes the person in question cares about high-level gear, but doesn't care about actually using it on anything, which is a marginal sub-set of people that still haven't caught up with the idea of vertical progression.

    I'll reiterate that this is all hypothesis that has very little to do with real game situations and real game problems.
    (0)
    Last edited by Karen_Cerfrumos; 03-04-2015 at 02:07 PM.

  2. #72
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Karen_Cerfrumos View Post
    I'll reiterate that this is all hypothesis that has very little to do with real game situations and real game problems.
    I'll also reiterate that I was speaking entirely in hypothesis as well. I'm saying that if we ever reach a situation where all available crafted pieces are better than raid gear, then people will start leaning toward that instead of raiding. They'd certainly wait for the staggered releases because it's still easier than raiding. But, we haven't reached this situation. We just have a few crafted pieces as BiS, but what we have now is more than existed at i90, which was more than existed at i70... and I'm just hoping that this isn't a pattern that will continue into Heavensward.
    (0)

  3. #73
    Player
    Lamentations's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    193
    Character
    Lamentations Finito
    World
    Sargatanas
    Main Class
    Gladiator Lv 30
    Quote Originally Posted by Donjo View Post
    There are far too many situations where crafted gear is superior to the highest iLvl gear. From the mouths of the devs themselves, crafted gear is meant to be "catch up" gear. Use it as it comes and it's equivalent to last tier's raid gear.
    I do not understand where you keep getting this opinion from, the number 1 crafter beef since the game launched is how they do not have enough stake in endgame or near it.

    Also "catch up gear" is simply what you describe after this in your post and is "factually not" more powerful than the highest ilvl raid gear, Yoshi will not now/never will change this system as it would show casuals the front door and tank sub revenues, it is a foundation of his all content accessible philosophy.

    Your post above referencing the all available crafted pieces being better than raid gear hypothetical is patently something Yoshi-P has said he is not interested in doing.

    You also did not "hypothetically" state that over melded gear was more powerful than endgame raid gear, but instead stated it as "fact", consider dropping some screenshots of endgame melded gear/accessories that trump the mentioned ilvl 130 gear in actual comparison as proof, or rephrase the claim to the actual hypothetical.

    "Reaching the situation" isn't a concern because of his sentiments on this subject, more than existed at I90, which was more than existed at I70, is his system working as intended in the spirit of "catch up gear".

    If the melding system in Xiv was as grossly imbalanced and broken as you claim, the outcry from long established MMO vets would have been heard long before this.

    Your suggestions for and misrepresentations of over melded gear sounds much like "purist ffxi reloaded", and with the current day gamer philosophy and sentiment would kill Xiv dead as Lester Moore.
    (1)
    Last edited by Lamentations; 03-05-2015 at 06:22 PM.

  4. #74
    Player
    MistyMew's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,474
    Character
    Misty Mew
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Adoption of Rift dimension design for housing!!!
    YAY!!

    (1)


    MORE HIGH HEELS + INSTANCED HOUSING! !

  5. #75
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,501
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by ChiefCurrahee View Post
    Add Phoenix Down or Pinion as an useable item for non-healers to raise party members.
    Phoenix Downs already exist and do that. They just take forever to candy and you can only hold one.
    (0)

  6. #76
    Player
    HumsterMKX's Avatar
    Join Date
    Mar 2013
    Posts
    1,252
    Character
    Helinin Landgravine
    World
    Masamune
    Main Class
    Fisher Lv 70
    Did someone suggest anything about allowing better ilvl craft gear?
    (0)
    Heli's Black Market open for business. Sells black market items for your exotic needs.

    closed for business till further notice

  7. #77
    Player
    Valsharia's Avatar
    Join Date
    Sep 2013
    Posts
    29
    Character
    Valsharia Havenward
    World
    Twintania
    Main Class
    Conjurer Lv 80
    Ul'Dah is now underwater.
    (0)

  8. #78
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    Okay, there's plenty of silliness around this thread and I'm not sure if me reading all of it was a good idea or not, but let me just clarify, OP:

    Saying crafting isn't as hard as raiding when you haven't reached endgame crafting, wear the accessories you continuously demonize, and had them made by someone else entirely makes you sound kind of uninformed. Like some sort of high fantasy radio broadcast conservative. Crafting, especially unlocking the Mastery II books, is what I personally refer to as the hardest obstacle in the current game. And you seem to demonize it most because "It takes no skill but just luck", despite not having accomplished it yourself... that leads me to believe you failed and gave up on it, or simply have deep misconceptions about how crafting works.

    Regardless, your ideas are indeed crazy, because what you're advocating is for crafters to "get back in the kitchen", and become relegated to nothing more than housing, glamour, and levelling gear. Again. Having a stake in the endgame at any point in time is what they've wanted since 2.0, because there's really no point in levelling crafting, up to the gruelling trek that is four-star recipes, if all the gear you make is totally pointless in the endgame statwise. It's not catch-up gear because the sheer time, effort, and gil that go into unlocking the ability to make it let alone the material costs make it just as viable an obstacle to overcome as the raiding you do for 130's. It's not just a minigame that you spend five minutes on; it's not Cuff-A-Cur. It's equally as important as the other classes you level to 50 and should be treated as such.

    Yeah sure I'll be fine with it being catch-up gear when I don't have to shell out an estate's worth of gil just to craft the thrice-damned things.
    (0)

  9. #79
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    This is my last "long post" in this thread. If you wish to skip it and get back to the thread's original purpose, go to the other side of the section separated out by "----------".

    ----------

    Sure, let's just pile misconceptions upon misconceptions upon misconceptions and see where that gets us. Let me explain everything. Clearly. Because we've all lost sight of not only what I've been trying to say/propose, but what you're all trying to criticize.

    1. I am not proposing that crafters "get into the kitchen" or suddenly have literally zero relevance at endgame crafting. I never was. I'm saying that the gearing progression should go Last Tier's highest iLvl gear > Melded Crafted Gear <=> Unupgraded Tome Gear > Upgraded Tome Gear = Raid Gear. The "<=>" symbol indicates that the crafted gear and the unupgraded tomestone gear flop flop in their order of effectiveness depending on certain factors. What this means is that when preparing for raid or not getting drops, crafted gear is the best thing to have. This is generally where crafting was at the i70-i90 tier. We've creeped more toward a progression of Last Tier > Unupgraded > Crafted <=> Highest iLvl over the last two tiers. If Yoshida has specifically stated that he doesn't want crafted to unambiguously be better than raid, then isn't it strange that we're creeping toward this situation?

    Crafted gear that is wildly more powerful than raid equivalents(this is the stuff that really needs to be shut down):
    - All accessories for Tanks
    - All accessories for Healers(if capping accuracy is your goal)

    Crafted gear that is slightly more powerful than raid equivalents(creates a situation of requiring lots of time/luck/expense to achieve. Unless these enter the "wildly" section, some won't see it as worth the trouble):
    - All crafted belts for every non-Tank job.
    - A good few non-Tank or Healer accessories(allows extra VIT; otherwise good secondary stat distributions can be seriously stacked like with the belts)
    - Any Bard Piece that Crit can be maxed on
    - Any BLM Piece that Crit and SS can be maxed on
    - Possibly more. People who play jobs I don't play more than myself could probably point them out.

    2. It is incorrect to state that I have "given up" on 4* crafting. The truth is simply that I haven't started pursuing it yet because I'm spending time doing other things. This, however, does not mean that I magically don't know how endgame crafting works. I know all about how one must start relying on having enough 80% chance actions hit or HQ literally becomes impossible. I know all about how the mere fact that a Good didn't happen during the Berygot Baiting process can also make an HQ impossible. Skill isn't winning any day here. If someone fails due to these reasons, it's because the game simply decided that they don't get to win today. This is what's known as Fake Difficulty. It's not difficult and it takes no skill. It's just annoying. Try and try again until the game decides to say yes. Granted, certain rotations can reduce the chances of the "not your fault" failure by reasonable amounts, but it's still impossible to HQ that important item 100% of the time. This needs to stop. If you want to say that endgame crafting is more annoying than endgame raiding, there's a serious case for it. Saying it's more difficult, however, is false.

    3. Yes, I use the accessories I claim are too powerful. There is a difference between demonizing something and taking part in it because to do otherwise is lowering the maximum potential the game currently allows to me. If SE suddenly hotfixed the game to invalidate these accessories for Tanks I would praise the heavens, convert those things to Materia, and wear VIT accessories with a smile. This hasn't happened, so I will keep doing the thing that makes me the best Tank I can be even if I do hate it... because it isn't just about me. It's about my party and how I'm helping them win, and it would be a shame if I wasn't doing everything within my power to help win the most difficult battles in the game.

    4. Yes, I didn't craft the accessories I'm wearing. Someone in my FC did. I did, however, gather everything required not just for the set I'm wearing, but the set my co-Tank is wearing as well. I gathered all of these materials at the cost of time and teleportation. In this, I would like to point out that it does not need to cost an estate's worth of gil to craft high level items. Every single step of the process can be done with a minimum of gil investment. The only reasons gil gets spent during this process are laziness, impatience, or not having a gatherer leveled. Regarding that last one, if one actually goes through all the time and effort necessary to reach 3* crafting or higher, there's no excuse to not be able to do the same for gathering. It's far less of a time investment to keep up with. The same applies to melding the gear; you can craft and spiritbond your own gear. You don't have to spend gil on the process if you don't want to. The catch for all of this is that the less gil you spend, the more time it takes you to do a particular thing. If the goal is "gather the materials to craft item X", it usually doesn't take much time to avoid spending gil. If the goal is "get the materials necessary to get all my crafters a Masterwork I/II" book, then you'll take a lot of time by avoiding gil spending. If the goal is "pentameld five accessories", then it will take an enormous amount of time to save gil. How much time are you willing to spend to save gil? If the markets are any indication, many people are willing to spend gil to save time. The option is always there to save, however, so we shouldn't call it necessary to invest gil in it.

    ------------

    Now, my ideas, motivations, and justifications are on paper. Everyone else's ideas, motivations, and justifications are on paper as well. We've literally ruined this thread with debate, defense, and belittling. While the ball is still in my court, so to speak, I say let's put a stop to it right here. If anyone has further criticisms to what's written here, please leave them at the door. I shall do the same with anything written from now on. If anyone criticizes anyway, I will ignore them and everyone else should as well. As someone who directly participated in the derailing of this thread, hopefully these words are stronger somehow. I invited people to be crazy without consequence, and I myself violated this.

    Let's try to get this thread back to where it originally was: casting ideas into the wind.

    We begin again.

    - Paladin: Spirit's Within is no longer affected by the damage penalty of Shield Oath.
    - Ninja: If a mudra results in a bunny, the bunny can now be thrown for a 100 potency attack.
    - Summoner: Gains the Moogle Throw Spell. Summon a moogle and toss it at an enemy for 150 potency. Can be thrown anywhere in the world to find items.
    (0)

  10. #80
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Let see...
    Removal of classes and restructuring of some classes to make them jobs...(THM is nice as debuff/enfeeble magic, ROG as a spike damage/hate control job, CNJ as elemental support magic job)
    exp parties like how we did them in 1.0 (this in addition to everything we already have in ARR, should help make lvling considering the new jobs and hopefully new players)(they could be instanced areas spread across all zones for the equivalent lvl range for said zone)
    behest back to how it used to be in 1.0(please oh please...the one in ARR is sadly disappointing)
    Tiered NM fights like it was done in XI(think of the fights leading up to the warden( *or whatever his name was)
    Remove restrictions from dungeon crawling (being able to send/receive tells, trade between players)
    Being able to send mail to all characters on one account without the need to have them on friend list (your restrictions hasn't stopped RMT's)
    If we're going to do dungeons like CT, we need trash mobs that are actually around and are essential to progress (takes away from the hum drum of running from one wide open floor to another floor just to fight a boss)
    Complete overhaul of gear and removal of ilevel, spreading out the glut of lvl 50 gear we have that have become obsolete as soon as they've been released.
    more to come...
    (1)
    Last edited by Allistar; 04-01-2015 at 03:19 AM.

Page 8 of 10 FirstFirst ... 6 7 8 9 10 LastLast