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  1. #21
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Some good news and some disappointing news.

    I wonder what they meant that each patch would introduce two new dungeons. Maybe instead of an entirely new dungeon and 2 HM dungeons, we'll instead be getting two entirely new dungeons per patch.

    New jobs not starting at level 1 is a big disappointment as leveling up new jobs is something that I really enjoy.

    Also really disliked the confirmation that crafters will be locked out of content with the specialization system. If they think that crafters are being forced to spend too much time gearing up, the solution isn't forcing them to use just one crafter (and thus abolishing one of the best things about FFXIV) but instead make gearing up less time consuming. I'm certainly also not happy that after they introduce specializations they now want to make crafted items more relevant to battle content. They're paying too much attention to players complaining about the "bad economy" and going in a direction that will just drive players off from crafting while a small minority hogs the market like in FFXI.
    (3)

  2. #22
    Player
    Ecks007's Avatar
    Join Date
    May 2013
    Location
    Limsa Lominsa
    Posts
    1,064
    Character
    Ecks Grimoirath
    World
    Diabolos
    Main Class
    Arcanist Lv 100
    Maybe I missed it, but I didn't see anything about increasing inventory or armory space. u.u; With the introduction of 3 more jobs this is going to be a nightmare.
    (0)

  3. #23
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Gilthas View Post
    Also really disliked the confirmation that crafters will be locked out of content with the specialization system. If they think that crafters are being forced to spend too much time gearing up, the solution isn't forcing them to use just one crafter (and thus abolishing one of the best things about FFXIV) but instead make gearing up less time consuming.
    Agreed.

    I hope the Dev Team listens to our feedback about the issues with forced Specialization (and Locking Out certain Crafts).

    The best way is to have No Permanent Lockouts, and perhaps it's like Beastmen Reputation (as Giantslayer mentioned): Where you keep your Beastmen Rep (don't lose it) and can eventually unlock / max out all Reps (Crafts Recipes).

    Worst case is if it's a permanent Lock Out (like Desynthesis). That would just cause Monopolies to occur.
    (2)

  4. #24
    Player
    SQBoard's Avatar
    Join Date
    Aug 2013
    Posts
    48
    Character
    Leeloo Lee
    World
    Titan
    Main Class
    Gladiator Lv 10
    Quote Originally Posted by Ryans View Post
    You completely missed the point. The fact that the main scenario dungeons are a year old is why people get asked to skip the cut scenes.
    I guess we have different experiences or i just have rotten luck in groups because i've seen people ask to skip cutscenes within a few days of content release.
    (4)

  5. #25
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kiara View Post
    It's as Ryans said: Delaying Alexander (Raid) 2 weeks allows all players to not feel rushed / pressured into skipping all the CSs, etc.

    Even the most recent 2.5 Patch, on our server, there were a lot of players I know (or met in DF) on Day 1, 2, who basically skipped all the Story Cutscenes and rushed through everything. Asking some of them, they mentioned that they wanted to unlock Shiva EX ASAP and catch up to their static / others in the FC.

    So it's a real issue.

    I'm glad for the delay on the Raid. It really does allow players to take their time on feeling out New Jobs (and leveling / Job Story Missions / Abilities / Learning), New Main Story, exploring New Areas (can't wait! ), and all the other things in Heavensward.
    As a raider myself, I feel good with that delay too. I can now experience the content without feeling the pressure of spending hours and hours of progression with my static. Thanks Yoshi-p for that, I'm truly grateful!
    (3)

  6. #26
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,646
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Gilthas View Post
    I wonder what they meant that each patch would introduce two new dungeons. Maybe instead of an entirely new dungeon and 2 HM dungeons, we'll instead be getting two entirely new dungeons per patch.


    Also really disliked the confirmation that crafters will be locked out of content with the specialization system. If they think that crafters are being forced to spend too much time gearing up, the solution isn't forcing them to use just one crafter (and thus abolishing one of the best things about FFXIV) but instead make gearing up less time consuming. I'm certainly also not happy that after they introduce specializations they now want to make crafted items more relevant to battle content. They're paying too much attention to players complaining about the "bad economy" and going in a direction that will just drive players off from crafting while a small minority hogs the market like in FFXI.
    For the two dungeons comments I imagine it's because of the skymap battle content
    that's being implemented it will most likely act as an open world/instance dungeon on it's own with the whole concept of exploration through airships that will later expand to actually being able to fly and explore yourself odds are the group that would of been involved in making the 3rd dungeon is instead going to be focusing on this content.

    As for forced specialization, kinda have to think of it like this, it levels the playing field. As it stands now those who are able to dominate the crafting scene are those whom are able to take a bit from everywhere instead of having to rely on others. Basically the ability to rely on others means it takes more teamwork to arrive at the end goal and it should in theory create a more competitive market.

    As it stands now because of the easy access of surplus gathered items as well as the option to level/gear all crafts and craft anything with enough time on their hands, those with time a lot of time can easily dominate the market and as mentioned, those who don't have a lot of time that may enjoy crafting feel alienated because they can't compete with those who have time.

    It's like this even with all the time in the world a DOM/DOW is limited to how far they can gear up one job during, because of this those who don't have a lot of time don't have to play a huge catch up, those with time can hit their cap for the week in a day or two and those who don't have a lot of time can get it done throughout the week.

    Pretty much what they are trying to do is create a new way to offer this same fair playing field for DOL/DOH and for crafters to have to be more mindful of what they decide to focus on.

    TLDR:

    Basically say it takes 5hrs to cap poetics and obtain i120/130 gear of choice, after that occurs then they can't become stronger until next week so they can do other content.

    As it stands now DOL/DOH don't have that roadblock, if they have 50hrs to spare they can focus on everything and not be held back by specialization or other concepts. This means that DOL/DOH are going to have to be more mindful so in that 5hr cap for DOH/DOL once they hit it they can then either prepare for the upcoming week or focus on themselves more, it allows them to become more personal with their craft of choice rather than carelessly switching between because they have all the time in the world to craft and gather.

    Now this is the "fair" way to think about it, Basically a person with time has 15hrs to play a week, a person who doesn't have much time has 6hrs to play.

    Given the above to cap poetics and gain x gear both will end up at the same end result even though the person with 15hrs has more time once he reaches the limit for the week he has to spend that time doing other content within the game.

    Now those same people who are crafters or gatherers they have the same time as above 15hrs and 6 hrs

    The person with 15hrs can gain a severe edge over the person with 6hrs because they have the time to take advantage of it, but you have to look at it like this.
    4 weeks, 60/24
    8 weeks 120/48
    12 week 180/72

    As you can see as the weeks pass the person with more time gains a severe advantage over the person with limited time and it's because of this advantage that the person with less time may drop crafting because they have no chance of profiting off it when the person with time can easily monopolize, manipulate and control the market.
    (0)

  7. #27
    Player
    Aeyis's Avatar
    Join Date
    May 2011
    Posts
    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Airget View Post
    As you can see as the weeks pass the person with more time gains a severe advantage over the person with limited time and it's because of this advantage that the person with less time may drop crafting because they have no chance of profiting off it when the person with time can easily monopolize, manipulate and control the market.
    That's simply not true. While the person with less hours to spend does not make as much gil they can still make profit. And why should it not be like that? More time spend = a greater advantage. That's a universal law. Literally, universal.


    And some would argue that the tome system makes it very hard to gear up different classes for those that enjoy more then one.
    (1)

  8. #28
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Airget View Post
    For the two dungeons comments I imagine it's because of the skymap battle content
    that's being implemented it will most likely act as an open world/instance dungeon on it's own with the whole concept of exploration through airships that will later expand to actually being able to fly and explore yourself odds are the group that would of been involved in making the 3rd dungeon is instead going to be focusing on this content.
    An Open World Sky Dungeon / Area would be pretty amazing to see in 3.0. I really hope that is the case.


    Quote Originally Posted by Airget View Post
    As for forced specialization, kinda have to think of it like this, it levels the playing field...

    Basically say it takes 5hrs to cap poetics and obtain i120/130 gear of choice, after that occurs then they can't become stronger until next week so they can do other content.
    Well, that's not totally true: You have to factor in the time beyond Poetics capping. DoW and DoM can get "stronger" / improve beyond that, with Coil Runs (and wipes and training, improving until they finally can clear various Turns). And World of Darkness; and spending time grinding to earn Materia and strive to get crafted i110 Accessories Pentamelded (some of which are BiS (see Tank Accessories)); and of course, Relic Weapon quest (and earning additional Relics) which can take months.

    I know players who spend *days* per week just grinding non-stop in the hopes to earn more DET, Crit, etc. Materia needed for their various improvements.
    (0)

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