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  1. #1
    Player
    Callback's Avatar
    Join Date
    Dec 2015
    Posts
    334
    Character
    Callback Spanner
    World
    Ultros
    Main Class
    Ninja Lv 60

    Remove desynth cap

    It's pointlessly restrictive. There's no reason not to allow all desynths to level. The majority of things you would want TO desynth are untradeable. Why should I have to throw away/company seal perfectly good items just because I picked a different desynth?
    (3)

  2. #2
    Player
    Zorlinta's Avatar
    Join Date
    Oct 2014
    Posts
    229
    Character
    Zorlinta Freespirit
    World
    Zodiark
    Main Class
    Fisher Lv 60
    Im agree that it is very very restrictive and it should be open, but your points are invalid sadly. Actually are just few ones that are untradeable, wich are obtained by dungeon, but why you should need/greed it if cant wear/desynt?. The things obtained by retainer ok you cant choose but seals allways welcomed to buy things u can desynth too. Also the desynthesis give you certain specific materials from an specific item. So there is no need to desynth all in your path.
    Also there was stated that desynthesis restriction was most to keep some kind of balance between players as the like now is the specialization for crafting.
    (1)

  3. #3
    Player
    Callback's Avatar
    Join Date
    Dec 2015
    Posts
    334
    Character
    Callback Spanner
    World
    Ultros
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Zorlinta View Post
    Im agree that it is very very restrictive and it should be open, but your points are invalid sadly. Actually are just few ones that are untradeable, wich are obtained by dungeon, but why you should need/greed it if cant wear/desynt?. The things obtained by retainer ok you cant choose but seals allways welcomed to buy things u can desynth too. Also the desynthesis give you certain specific materials from an specific item. So there is no need to desynth all in your path.
    Also there was stated that desynthesis restriction was most to keep some kind of balance between players as the like now is the specialization for crafting.
    Specialization is just as bad and everyone agrees it needs to be removed as a restriction for recipes. It could easily be reworked as a bonus, giving cheaper/easier versions of those recipes to specialists while leaving a normal version for everyone else. It doesn't achieve balance at all. You still need all of the crafting classes to have a workable rotation. All it does is punish players who can't afford to grind 3 alts up to max level. The core of this game is AGAINST needing alts. That's the whole idea of the class change system. One character, if you work hard enough, can eventually master everything. Why should crafting be an exception? Leave specialization to bonuses, not restrictions.

    As for desynth, it's too punishing to restrict it as it is. I would prefer to go WVR/CUL/LTW. But if I do that, I lose access to the main MC demi farm that requires one out of GSM/BSM/ARM. WVR MC demi is beyond slow to the point of insanity. I don't mind needing to build up my GSM in order to get some, but I shouldn't need to sacrifice my other desynth ranks just to do that. The cap is pointless. it doesn't promote cooperation, it just shoves a giant middle finger in the face of anyone who wants to do something other than the BSM/GSM standard.
    (1)

  4. #4
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    What would promote cooperation is a "request desynth" feature like with request meld. That would take care of the problems with untradeable items.
    (7)

  5. #5
    Player
    Callback's Avatar
    Join Date
    Dec 2015
    Posts
    334
    Character
    Callback Spanner
    World
    Ultros
    Main Class
    Ninja Lv 60
    Quote Originally Posted by aesteval View Post
    What would promote cooperation is a "request desynth" feature like with request meld. That would take care of the problems with untradeable items.
    I could go for this.
    (1)

  6. #6
    Player
    viewtyjoe's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    55
    Character
    Meinir Argall
    World
    Famfrit
    Main Class
    Lancer Lv 70
    I'm actually in favor of both specialists and the desynth caps, as they perform the same essential function that raid lockouts and tomestone caps perform for battle classes: It creates a maximum amount of "sunk time" that you can invest into crafting/desynthing. This is the same reason that SE has gone to a decent amount of effort to make it difficult to shuffle items between characters on an account.

    The failure only comes in that the results of crafting and desynth are focused around a very small number of items in a small number of classes, creating an artificial utility restriction on going against the preferred specializations or desynth classes. Rather than remove the cap, I'd rather see equally accessible MC demi desynth items for all crafting classes, as that would fix the core issue without creating a meta-environment where you're expected to have every desynth capped.
    (0)

  7. #7
    Player
    -BlueGreen-'s Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Akira Yukino
    World
    Coeurl
    Main Class
    Red Mage Lv 91
    Quote Originally Posted by viewtyjoe View Post
    I'm actually in favor of both specialists and the desynth caps, as they perform the same essential function that raid lockouts and tomestone caps perform for battle classes: It creates a maximum amount of "sunk time" that you can invest into crafting/desynthing. This is the same reason that SE has gone to a decent amount of effort to make it difficult to shuffle items between characters on an account.

    The failure only comes in that the results of crafting and desynth are focused around a very small number of items in a small number of classes, creating an artificial utility restriction on going against the preferred specializations or desynth classes. Rather than remove the cap, I'd rather see equally accessible MC demi desynth items for all crafting classes, as that would fix the core issue without creating a meta-environment where you're expected to have every desynth capped.
    So... would you also be in favor of some limit to how many battle jobs you can have in favor of limiting the "sunk time"? What if someone prefers to sink their time into crafting and only chooses to level up one, maybe two battle jobs? Games like these survive off of subs, which usually only keep going if there's stuff for people to sink their time into. Limiting that factor for crafting kind of shoots that in the foot since people who prefer crafting now hit a wall much earlier than necessary.

    I totally agree that the desynth cap should be removed. Had it not been there in the first place, I would have certainly tried it out much earlier than I did (waited a long time, about a year, to find out more about it and figure out which 3 I would finally go with), and I would certainly desynth a lot more. Silly limits like this keep me away from content, rather than inviting me to it. I have all of my crafting classes beyond 50, but still haven't started the quest to get specializations. I don't like getting into things which make it feel like I'm limiting myself.
    (2)
    Last edited by -BlueGreen-; 12-13-2015 at 04:31 PM.

  8. #8
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Completely agree with your way of thinking BlueGreen. I don't like having to limit what I'm doing for something as arbitrary as the desynth cap is. Anything that can be bypassed by having an alt is just crippling the game play for those who don't have the time or inclination to level one up. Battle tome caps & the like are different because almost nothing can be traded in the same way as it can for desynth & crafting specialisms.
    (2)

  9. #9
    Player
    viewtyjoe's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    55
    Character
    Meinir Argall
    World
    Famfrit
    Main Class
    Lancer Lv 70
    Quote Originally Posted by -BlueGreen- View Post
    So... would you also be in favor of some limit to how many battle jobs you can have in favor of limiting the "sunk time"? What if someone prefers to sink their time into crafting and only chooses to level up one, maybe two battle jobs? Games like these survive off of subs, which usually only keep going if there's stuff for people to sink their time into. Limiting that factor for crafting kind of shoots that in the foot since people who prefer crafting now hit a wall much earlier than necessary.
    There is a limit on how many battle classes you can have fully geared to a high level, and that is the tomestone caps and raid lockouts. You can't be i200+ on every battle class (at this moment in time), I see no reason why you should be able to be able to produce every item in the game at high-quality.

    I've already stated that the issues with specialization and desynth caps aren't really due to the limitations, but due to the fact that the money comes from certain classes, forcing players to follow the standard GSM/BSM/ARM desynth setup if they want money. The problem I have with specialist recipes is that some require items that are specialist recipes of other classes, which forces players to pick certain specializations or be hobbled due to requirements.

    The other option would be to make the desirable results of desynth untradeable, but no one wants that because the purpose of desynth is to sell those for money, as far as I've seen.
    (0)

  10. #10
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,428
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by viewtyjoe View Post
    I'm actually in favor of both specialists and the desynth caps, as they perform the same essential function that raid lockouts and tomestone caps perform for battle classes: It creates a maximum amount of "sunk time" that you can invest into crafting/desynthing.
    And why are you in favour of that as opposed to letting people play whatever amount of time they want?

    I agree with OP. It's nonsensical to have an armoire system and not be able to use it because SE would rather find ways to limit us than develop content to use all our classes on.
    (2)

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