The current +1s all work like what +3s used to when used as a mat in a synthesis, give as much bonus as a +2 did as weapons/gear, and as much bonus as a +1 did for tools.I'm glad they didn't change the few +3's that I still have lingering in my inventory. I want to use them in some crafts and get a larger start on quality than the +1's and a better chance for a HQ.
+2's and +3's aren't an issue. They are a non-replenishing resource that will get used up by crafters or NPC'ed by players to clear up inventory space. If you have them in your inventory, count yourself lucky! You now possess a limited resource that could be particularly lucrative and/or useful in crafting.
If you're still not convinced, let me know when you're able to give them to me and I'll gladly take those pesky +2's and +3's for your hands.
So there's no difference in the quality gain between an old +3 mat and a new +1 mat.
As has been mentioned, the root of the issue here is for those of us who are holding on to 'old' HQ items (+3) to use when crafting with exclusively HQ items has a guarantee (or very high probability) of a HQ result, a feature apparently 'coming soon'. Likewise, most crafters with any semblance of sense are holding on to their ALC and CUL ingredients indefinitely until those recipes and results are revamped.
Also, the point made that if item names were all changed from +1, +2, +3 to just HQ you'd have 3 different stacks of ingredients to transfer back and forth to your retainer is a bit silly. You'd be hard pressed to find someone so lazy that they wouldn't spend 5-10 minutes moving items to free up 1/3 of their inventory spots.
They were made +1 cuz +1 vendors for less then +3 so more gil wont pour into the economy doing that
yes its not a major ammount but it is still more
that and Why would +3 exist with no +1 or 2? that also wouldnt make sense, so +1 is where they went
My XIVPad: http://xivpads.com?2031148
Wouldn't this be an item database problem? If this game is like any other game, then every single item would be assigned a number in the database. So say for example Leather will be assigned 10000, then its derivatives will be Leather+1 being assigned 10001, Leather+2 being 10002 etc, and Leather (colored) 10005 etc etc...
So simply changing the name of the items won't work because now u'll simply have Leather HQ (no. 10002) and Leather HQ (no. 10001) and they still won't stack... In this case, we'll have to use the method mentioned earlier: have a program (maybe an NPC in game) that will "convert" the item into something that's the same but of a different id. Can work... but with the number of items in the game already, I'm not sure how lengthy the QA test for this procedure will become. Are we willing to wait another few days/weeks for the patch?
Just my 2c
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.