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  1. #31
    Player
    Mature's Avatar
    登録日
    2013/08/28
    投稿
    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    巴術士 Lv 70
    I wonder what will be the ilvl for first tool for crafting.. from ilvl 55 to.......90?
    (0)

  2. #32
    Player
    randysquirrel's Avatar
    登録日
    2014/04/24
    投稿
    757
    Character
    Phoenix Silver
    World
    Odin
    Main Class
    錬金術師 Lv 60
    Quote 引用元:Reokudo 投稿を閲覧
    Prolly won't happen as then those would become mandatory to have to boost so and so ability duration/potency. Ex: Boost the potency of Jump by 100. Every DRG will need it. Don't have it? You're not included into whatever content.
    People often say this, but until they trial it, is there really any evidence to suggest this would be the case? I mean, a similar scenario yesterday, decided to go into some t11, someone comes in wearing a few weathered i100 pieces and other "sub-optimal" gear. Did we kick, no, because no-one cares.

    imo your example would fall under the category of being "too good", but if it were say "a 20% chance your jump potency will be increased by 100", then it might be a bit more viable - my reasoning being that as it's only a chance, and cannot really be relied upon, no-one would insist you have it, but every so often you'd get a bonus you weren't relying on

    I'd like to see them add something that just made equipment a bit more fun, but without abilities that are so game-changing they truly are "must-have".
    (2)

  3. #33
    Player
    Kiara's Avatar
    登録日
    2011/03/09
    Location
    Gridania
    投稿
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    剣術士 Lv 60
    Quote 引用元:Xatsh 投稿を閲覧
    Perfect balance only matters in PvP.

    XI's gear system currently blows XIV's out of the water with ease.

    Everything is pure linear. I can tell you the stats on the ILvl 600 Pld Body at this moment because it is as complex as draging down on an excell spread sheet.

    Easy to Balance =/= Good Game Design. It =s bland game design.
    ^ This. Well said Xatsh.

    XIV's itemization is the BLANDEST I've seen in any MMO. It's awful and boring. New Gear in 2.X? Just more +VIT and more +[Main Stat].

    I find this news very disappointing. It seems Yoshi P is hellbent on copying WOW in some kind of chronological order, and reach the same point WOW did and have to smash down all the numbers by 4.0 or something.

    Yoshi P, why won't you consider some Horizontal Progression in this game? Instead of the same boring "+10 (or now +40) Item Levels" per Patch, and you just inflate numbers every single time, why not LESSEN the Numbers Bloat?

    You can have the SAME number of New Gear every few patches, but it doesn't have to be another 20 - 40 Item Levels Higher every single time. Have Secondary Stats be more meaningful and useful. Or have Unique Effects ("Enhances Rampart" or "Counterattack +1%").

    For the people that keep saying, "Players will just crunch the numbers and there will just be a Horizontal Progression set that's BiS and everyone will use it" uhm, (1) Even with this crappy Vertical Progression we have now there's ALREADY a "BiS" that everyone is gunning towards. So what?;

    And (2) Unlike Vertical Progression like we have now, with more Horizontal Progression the Other Sets of Gear WON'T be Useless like it is now. All the Dungeon Gear every single patch that Yoshi P introduces in the 2.0 era was just for GLAMOUR (worthless for stats). If he had more sets in the same Item Level, there might be a set that's "BiS" for some, but the other sets would still be the SAME Max Item Level, and be pretty darn good (arguably just as good but in a different way). It's better than just getting, say, Picaroon's Dungeon Gear that's -50 iLevels down from Coil Gear and is just for Glamour.

    I really hope Yoshi P considers more Horizontal Progression one day. As it is now, XIV's Hamster Wheel Boring Gear Grind (more Item Levels every few patches) has burnt out a lot of end gamers on my server.
    (5)
    2015/05/28 05:46; Kiara が最後に編集

  4. #34
    Player
    NorthernLadMSP's Avatar
    登録日
    2014/01/23
    Location
    Limsa Lominsa
    投稿
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    踊り子 Lv 90
    So, I wonder where the new Artifact gear will fall to. Anyone have any ideas?
    (2)
    Player : フェアリーのミラプリも作ってるんですか?
    (Any plan on Fairies glamour?)
    Yoshi'p Sampo: フェアリーはエギではないので、予定がないです。残念ながら。
    (Since Fairies aren't Egi so, No.)

  5. #35
    Player
    Drako's Avatar
    登録日
    2011/03/09
    Location
    Limsa
    投稿
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    暗黒騎士 Lv 60
    Job quests perhaps? We already know there will be more. Some likely to unlock new skills, and some for the gear possibly. The gear being the last 5 levels ofc. Just a guess 4 pieces at lv 55, and body at lv60?
    (0)

  6. #36
    Player
    Alkimi's Avatar
    登録日
    2012/01/14
    投稿
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    呪術士 Lv 70
    Quote 引用元:Xatsh 投稿を閲覧
    Perfect balance only matters in PvP.

    XI's gear system currently blows XIV's out of the water with ease.

    Everything is pure linear. I can tell you the stats on the ILvl 600 Pld Body at this moment because it is as complex as draging down on an excell spread sheet.

    Easy to Balance =/= Good Game Design. It =s bland game design.
    You have to remember though that XI had in-combat gear swaps and differing stat modifiers for weapon skills, which gave them a lot more freedom with gear stats. It was a stupid system but it's why they could do it.

    Also, XI was unbalanced as hell so they could do whatever they wanted and get away with it.

    Don't get me wrong I would like to see more interesting stats on gear, but they would have to be done right.
    (2)

  7. #37
    Player
    UltimateAoe2's Avatar
    登録日
    2014/01/22
    投稿
    901
    Character
    Final Spark
    World
    Balmung
    Main Class
    吟遊詩人 Lv 90
    I thought they said Melded Gear won't be as effective for raids?

    Unless I heard wrong.
    (0)



  8. #38
    Player
    Blazer's Avatar
    登録日
    2013/08/23
    投稿
    157
    Character
    Blazer Willz
    World
    Cactuar
    Main Class
    剣術士 Lv 60
    Quote 引用元:Alkimi 投稿を閲覧
    You have to remember though that XI had in-combat gear swaps and differing stat modifiers for weapon skills, which gave them a lot more freedom with gear stats. It was a stupid system but it's why they could do it.

    Also, XI was unbalanced as hell so they could do whatever they wanted and get away with it.

    Don't get me wrong I would like to see more interesting stats on gear, but they would have to be done right.
    It wasn't really stupid, it was probably the best part of the game. It kept decade old content relevant, and you always had something to do/strive for.
    (4)
    Craigslist Time Linkshell

    Cactuar Server

  9. #39
    Player
    Lemuria's Avatar
    登録日
    2011/04/08
    投稿
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    幻術士 Lv 100
    Quote 引用元:Alkimi 投稿を閲覧
    You have to remember though that XI had in-combat gear swaps and differing stat modifiers for weapon skills, which gave them a lot more freedom with gear stats. It was a stupid system but it's why they could do it.
    On the contrary, it was one of the best features. People hunting rare monsters for that lessened summon perp cost or stacking attack bonuses for special moves. In truth, there was no real 'best in slot' for a lot of jobs, and the equipment used by players was as diverse as the players themselves.

    Admittedly, we could swap mid-combat but there were plenty of pieces which were good for just about every occasion.

    Also, I find it amusing you consider FFXI to be 'unbalanced as hell' considering we're not exactly looking at the most balanced game in FFXIV either. In fact, the current item level system is as broken as hell with players able to power through most content simply because they outgear it by miles. An item level increase means an increase in ALL stats at once, meaning older content is now considerably easier. FFXI doesn't really have that issue unless it's specific pieces like the Relic and Empyrean weapons.
    (4)

  10. #40
    Player
    Kiara's Avatar
    登録日
    2011/03/09
    Location
    Gridania
    投稿
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    剣術士 Lv 60
    Quote 引用元:Lemuria 投稿を閲覧
    On the contrary, it was one of the best features. People hunting rare monsters for that lessened summon perp cost or stacking attack bonuses for special moves. In truth, there was no real 'best in slot' for a lot of jobs, and the equipment used by players was as diverse as the players themselves.
    Agreed. I knew plenty of players in XI that didn't have "the ultimate Best In Slot" for the time (unlucky with NM drops), but with Horizontal Progression gearing, they were absolutely still very viable and we cleared content just fine (farming Sky, Sea, Dynamis, HNMs, etc.).
    (3)

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