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  1. #21
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Felis View Post
    i210 gear in 3.1 is no ilevel increase, because you can get it already in 3.0.
    ilevel increase would be something like i230 from new weekly tomes and i250 from alex2
    I was commenting on this part of your post:
    And maybe only obtainable in hard mode (need a FC airship for it).
    But why does it matter if it's not an iLVL increase? The gear is going to be best BiS if you're lucky, iLVL is irrelevant.
    (1)

  2. #22
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    The weekly cap on currency has never been a good idea since it was implemented, especially since it doesn't have a rollover feature.

    The arguments about players burning themselves out yada yada every time this comes up completely ignore the masses of players that are quitting due to the sheer lack of content variety already.

    It's more likely that allowing players to gear multiple jobs / glamour options might actually keep more players active between patch releases.

    The game's Armory system was actually mean to take advantage of that, but why it doesn't is beyond me.
    (4)

  3. #23
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Colorful View Post
    I was commenting on this part of your post:
    yes, sorry. i have missread it.


    But why does it matter if it's not an iLVL increase? The gear is going to be best BiS if you're lucky, iLVL is irrelevant.
    Higher ilevel mean bigger main stats (because the ilevel determine the max. cap of the stats on the gear) . And also the main stats will be not random, only the substats. There will be no weird combination like Dex + Int with no Str on MNK gear ^^

    So if you find a pink ilevel 210 gear for your job you will keep it. And if the sub stats are not the best for the job you will still keep it for the main stats until you find another one with better sub stats.

    Quote Originally Posted by Ryel View Post
    The game's Armory system was actually mean to take advantage of that, but why it doesn't is beyond me.
    Yes, it will be better to just bring back favored classes and optimal level to the gears. Remove the restrictions, what class can wear what gear at what level. Just decrease the stats a bit if it is on the wrong class at the wrong level.


    Change gearing back how it was during 1.0? +1 ^^

    In the age of the original armory system you farmed your gear for your main class with crafting, with Market Ward RNG, in dungeon chests or from leve chests while your other classes used the gear from the main (with reduced stats) or gear you just found while farming for the main. Tokens came later.

    The main focus of the armory was skill sharing.
    (1)
    Last edited by Felis; 11-06-2015 at 12:04 AM.

  4. #24
    Player
    Miscreant's Avatar
    Join Date
    Dec 2013
    Location
    Lisma
    Posts
    351
    Character
    Claire Delune
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Ryel View Post
    The weekly cap on currency has never been a good idea since it was implemented, especially since it doesn't have a rollover feature.

    The arguments about players burning themselves out yada yada every time this comes up completely ignore the masses of players that are quitting due to the sheer lack of content variety already.

    It's more likely that allowing players to gear multiple jobs / glamour options might actually keep more players active between patch releases.

    The game's Armory system was actually mean to take advantage of that, but why it doesn't is beyond me.
    You should think of the cap as a method to gate progression as well, if there wasn't a cap the top raid teams would have gone into Savage at i200 and cleared it a lot faster. I think having a cap through the raid patch then lifting it for the following non raid patch would be fair.
    (1)

  5. #25
    Player
    Misutoraru's Avatar
    Join Date
    Aug 2013
    Posts
    947
    Character
    Misutoraru Valkyrie
    World
    Cerberus
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Miscreant View Post
    You should think of the cap as a method to gate progression as well, if there wasn't a cap the top raid teams would have gone into Savage at i200 and cleared it a lot faster. I think having a cap through the raid patch then lifting it for the following non raid patch would be fair.
    cap or uncap
    make no difference for those scream nothing to do
    either they have lots of free time and get every single class a set of eso with-in a month and start screaming nothing to do
    or
    they focus solely on 1 class, and get full set of eso with-in a month and start screaming nothing to do

    capped mean you do the same old thing every single day for 3 months or longer
    uncap only mean you do the same old thing within a month
    (0)

  6. #26
    Player
    Ryel's Avatar
    Join Date
    Sep 2011
    Posts
    610
    Character
    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Miscreant View Post
    You should think of the cap as a method to gate progression as well, if there wasn't a cap the top raid teams would have gone into Savage at i200 and cleared it a lot faster. I think having a cap through the raid patch then lifting it for the following non raid patch would be fair.
    That logic implies that they are unable to do one of or any combination of the following:

    A) Create encounters that aren't focused around DPS checks but instead are designed around the execution of mechanics or player / mob / environment interactions (we have fights already that are halfway to this see: A3S, Turn 7, Turn 9)
    B) Adjust the stats of Tomestone and Raid gear to account for the increased rate of acquisition
    C) Change the way we approach itemization on a fundamental level (3.2 Materia slots on raid gear might do this) to make clear distinctions between the two sets

    The logic behind the Armory system the game uses as a core design feature means that having a weekly tome limit doesn't make any sense. It's like firing up your grill so you can cook your dinner in the microwave, the two systems just don't work together.

    The game says:

    "This system is here so you can level up, gear, and play any job you want"
    "This system says you can only gear ONE job well for a 6 month 8 month period"

    It doesn't work based on the core concept.
    (2)
    Last edited by Ryel; 11-06-2015 at 12:10 AM.

  7. #27
    Player
    Miscreant's Avatar
    Join Date
    Dec 2013
    Location
    Lisma
    Posts
    351
    Character
    Claire Delune
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Ryel View Post
    Snip
    So were going down that route then... I didn't really come into this thread to moan about fight design.

    I'm have no problem with dps checks, a lot of people can't seem to get their head around the fact that dps checks and mechanics go hand in hand... The more comfortable you become with fight mechanics the more uptime you have on the boss which results in better a dps output.

    Personally I like fights that are mechanic heavy, my favourite fights in this game are T9 Savage and A3S, they both required a certain degree of dps but this came from learning the fight.

    The problem here though is if ESO was uncapped at the start A1S and A2S would have been faceroll content in the first week, SE tuned the difficulty of these fights to scale at the rate you would upgrade your gear. Obviously they could have tuned the early fights to be done in i200, but I think they wanted to make some of the fights accessible for the players with less skill who would start on Alexander later in i200. I don't have a problem with caps my self, I haven't capped since early September, but for the casual player base I don't see why it should stay capped from 3.1 to 3.2

    I honestly couldn't care less either way though, all I cared about was getting the gear for my main and working on raids, as in my opinion they are the most entertaining aspect of the game.
    (0)
    Last edited by Miscreant; 11-06-2015 at 12:46 AM.

  8. #28
    Player
    Bigcat9715's Avatar
    Join Date
    Jun 2014
    Posts
    490
    Character
    Nebulon Gumball
    World
    Gilgamesh
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Colorful View Post
    I believe so, yes. Otherwise the Void Ark gear would be dated before even launching, now, should the VA have a weekly cap? I don't believe so. It would be a great way to gear alts.
    Your right VA shouldn't have a weekly cap, but I have a feeling that it will.
    (2)

  9. #29
    Player
    Miscreant's Avatar
    Join Date
    Dec 2013
    Location
    Lisma
    Posts
    351
    Character
    Claire Delune
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Bigcat9715 View Post
    Your right VA shouldn't have a weekly cap, but I have a feeling that it will.
    Of course it's going to have a weekly cap, the 24 man raid rewards have always been there for catch up/glamour purposes, it would be carnage in there on Tuesday if you could roll on everything.
    (0)

  10. #30
    Player
    BreathlessTao's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,357
    Character
    Shuu Naranol
    World
    Omega
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Ryel View Post
    The game says:

    "This system is here so you can level up, gear, and play any job you want"
    "This system says you can only gear ONE job well for a 6 month 8 month period"

    It doesn't work based on the core concept.
    THANK YOU. Finally someone else also is saying this. Been sharing this same opinion for absolute ages - it's just so obviously illogical that the two clash so damn much, it's infuriating. Why have a core design that allows one character to be everything (and even have it a sort of selling-PR-point), when they continuously put arbitrary restrictions on it anyway?? I've had several friends quit over this very issue, that there's "nothing" to do at endgame, and even if they had wanted to actually work to gear up, even when they had the time and opportunity - they just couldn't because OH HEY here's an artificial wall for you because that seems to be the only thing to pace out content with* and stretch it out so long that it snaps. Or, y'know, it makes people snap, actually. It's really extremely unnerving how these two parts of the game work completely against each other - how obviously they work against each other.

    *: Which I do understand it is a device for, but used so exclusively and in such excess... it's not doing much good, really.
    (2)
    Last edited by BreathlessTao; 11-06-2015 at 02:38 AM. Reason: Thank you for not allowing me to express myself without sending me on extra laps.

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