While I disagree the melee items should be crafted I think horns should've dropped and been made into crafting/gathering tools to include other classes.
While I disagree the melee items should be crafted I think horns should've dropped and been made into crafting/gathering tools to include other classes.
the funniest thing about this topic is that murugan and dr. mog actually agree with eachother and haven't seemed to realize it yet
Btw are people still seriously playing this with skyrim out?
Adding craft aspect into Ifrit gear would only make thing harder, not easier. because it will require a work between figther + crafter, instead of just being fighter and you can get everything.
if you don't want thing to be obtainable by anybody, then at least make it so that not pure DoW can get every best weapon by their own either. for fair.
I think in the future they need to add some legendary weapon that obtainable only with a very hard work from group of DoW,DoH and DoL combine.
eg. Need to got legendary rare material from gatherer, a rust lost weapon from very challenge NM that fighter can barely win, and in the end, need a rank 100 crafter to make it into top-tier weapon.
Last edited by Alise; 11-15-2011 at 05:41 PM.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
What exactly "sucks" about it, that non-endgame players can buy the loot? That has got to be the silliest excuse I have ever heard. So what if they do? How does that affect you? No one requires you to go buy it on the MW, you can get it through content you enjoy and so they can they.
Why do you have to dictate to everyone how they progress through the game and obtain rewards?
Furthermore, since you hopefully realize that the majority of best in slot gear is slotted crafted gear anyways then you know that in order to have the best gear in the game you do have to buy it.
If we had craftable and sellable HNM drops back, then at least people in endgame would have an enjoyable option to make gil.
As it is right now this is Craft Fantasy XIV, crafting is the best way to get gil and the only way to get the best items (which are all sellable/tradeable/craftable).
In FFXI I farmed NM and HNM for gil because I don't enjoy crafting, why can't I have that option here? How does it harm you exactly?
If other people like to craft, or farm sheep in Coerthas, or do any number of things for gil to buy items me and my LS can kill which they can't then why shouldn't we able to translate our hard work into gil by trading those mats or crafted items to them?
Do you have any argument that isn't built in some absurd sense of elitism or complete misunderstanding of how this game even works?
Last edited by Murugan; 11-15-2011 at 05:55 PM.
Okay, well, it seems like there's one main question we need to ask: Do we want the best gear to come from crafting or from raiding?
If it's not coming from crafting, what's the point in leveling crafts to the maximum level? You could have crafting provide the second-best gear, but demand for that will usually be lower than the demand for the best gear, naturally. Besides, that leaves the crafting classes kinda out of the loop on the end game. Sure, they have materia, but SE's already implied that they don't want high level crafters to be one-trick-ponies. That was half of the point behind adding in materia to start with. So, crafting classes need something more than materia, and, realistically, they want to be involved in the endgame. Yes, that might be a bit of a generalization, but I don't think there are many out there who actively want to not be involved in the endgame; that much I think I can say with confidence.
On the other hand, if it doesn't come from raiding, why raid? It could be said that the content itself is its own reward, but that would cut the lifetime of the content to days or weeks, not the months that SE needs between content patches. And that's assuming that people would even continue playing a game that gives no tangible reward for completing endgame content. Now, the typical reward for completing endgame content has become gear rewards. You can agree or disagree about whether this should be the case, but that doesn't change that it is the case.
So, that leaves us with a conundrum. How do you keep the crafting classes in on the action without having the raiders feel unrewarded? Well, the old system of NMs dropping items that crafters turn into unique gear kept both groups occupied. On the other hand, this opened up the possibility of people getting gear that they haven't done the content for. It kinda cheapens the sense of accomplishment if your reward can be bought for a few mil. Of course, the only way to keep the gear off of the wards would be to make it and the mat for it Untradeable, but then how do you get it to the crafter?
Now, then, there are two paths I'd like to see SE take for top-of-the-line gear, and both involve the mats being U/U. One would be to allow crafting through the trade window, but I don't see that happening anytime soon. Almost certainly not before 2.0, and I'd say it's a stretch even then. The other option, which I find more likely, is for the best gear to be slotted U/U gear made from U/U mats. As in, the best gear would go to those with the time and patience to get both their DoW/DoM and their DoH up to the cap. Better still if they have the means to multi-slot their gear, which should be. . . interesting.
Anyways, this post wound up being longer than I expected, but I hope it inspires a bit of talk between the two sides.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Similar to the idea of the original poster, but have the item bound to the person when equipped.
Make the gear regular, so that way a player can hold more than one, then when they trade it to another person, and the other equips it, the gear become Unique/Untradable. Also allow materia be able to be put into it, but the first materia is not 100% guaranteed.
This way crafters are still useful, and cotent has a purpose.
Just seems to me that it will have to be done this way, otherwise... what is the point of repeating dungeon runs for anythig other than the achievement of beating it?
I'm personally a fan of being able to put materia on EX/RA gear, this way having taken up a crafter class yourself, will be desirable, even if you could never make HQ+3 with double materia stuff.
(And do not allow an outsider to attach materia to your EX/RA gear, only yourself.)
I hate sandbox RPGs like elder scrolls.
Making a place filled with NPCs, just to kill or level up, and a mediocre story, that isn't that interesting, nor does it show any skill of the developers, is not my type of game.
If everyone could be great story tellers, then everyone wouldn't be paying the good ones so much money.
Last edited by Claire_Pendragon; 11-15-2011 at 08:04 PM.
Shoulda, woulda, coulda.
Can't wait for Moogle fight!
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