id remove the ability for gear to break
it feels more like a burden at this point
or let people repair gear in dungeons without dark matter needed
id remove the ability for gear to break
it feels more like a burden at this point
or let people repair gear in dungeons without dark matter needed
If this happened I would not want it to happen without the devs putting in another gil sink. Thats the entire reason your gear breaks, so that gil is removed from the game, and inflation doesn't happen (which is already done poorly enough).
I would love to see SE make massively multiplayer content that’s more broad and for everyone to enjoy instead of it being super specified. (e.g.: Eureka being made for ppl who like the “ye olden days of grinding”)
They need to hire one guy and one girl to do the voices for all the NPC’s like Guild Wars 2.
Also I would really appreciate it if they could update the character creation and make it a lot more diverse options. Instead of us pretty much having the same faces.
That actually looks far, far messier then what's already in the game. Half of those jobs seem really out of place or don't look like they have any real identity.
Why are Black Mage, White Mage and Red Mage renamed?
Do you even know Final Fantasy?
Druid? Oh you're a WoWer.
Lolwat.
You can just reduce the end dungeon Gil reward by like, 30%, and the 'gil sink' cost removal is handled.
Thats not how a gilsink works. Its designed so that you have something to spend gil on so that it is removed from the economy. Lowering dungeon reward will remove opportunity to gain gil, and won't solve the problem of not having any way to remove it from the economy (of which there are currently 2: mending and teleporting).
Like I said, it is already done poorly enough that you think it can be flat out removed anyway. What needs to happen is they make MORE things to spend gil on, not less.
What else are you losing durability on?Thats not how a gilsink works. Its designed so that you have something to spend gil on so that it is removed from the economy. Lowering dungeon reward will remove opportunity to gain gil, and won't solve the problem of not having any way to remove it from the economy (of which there are currently 2: mending and teleporting).
Like I said, it is already done poorly enough that you think it can be flat out removed anyway. What needs to happen is they make MORE things to spend gil on, not less.
FATEs? Overworld hunting?
What in the game outside of dungeons and raids has you killing monsters back to back (losing durability) or dying (losing durability) to such an extent where lowering Dungeon gil rewards -isn't- the obvious solution to losing the gil sink of repairs?
Is it Eureka? Are people just raking in so much game generated gil in Eureka that not having to spend the paltry amount on repairs would just inflate prices so much?
FATEs, Hunts, levequests (if you're still levelling or trying to fill the Challenge Log), Beast Tribe dailies, relic weapon quests... there's plenty of ways for gear to be degraded. And it should go without saying that instanced content accelerates the degradation rate, and especially if your character is KO'd (regardless if they are KO'd in instanced or open content, being KO'd degrades your gear even more, so if you're wiping over and over again, it's very easy to suddennly end up with badly worn gear.).What else are you losing durability on?
FATEs? Overworld hunting?
What in the game outside of dungeons and raids has you killing monsters back to back (losing durability) or dying (losing durability) to such an extent where lowering Dungeon gil rewards -isn't- the obvious solution to losing the gil sink of repairs?
Is it Eureka? Are people just raking in so much game generated gil in Eureka that not having to spend the paltry amount on repairs would just inflate prices so much?
Marathon running instanced duties over and over again with little break will definetely also wear your gear down to almost nothing rather quickly. Getting into the habit of repairing your gear at a mender regularly can avoid that though.
And the reason for gear degredation is not just for it to be a gilsink (although that is definetely a major part of it). Gear degredation has been a part of the game since 1.0's launch, and it's main purpose was actually to provide a reason for Disciples of the Hand to exist - the idea was that SE expected you to level DotH classes to repair your own gear (and to switch to the required crafter class when you needed to do so), with npc menders being actually few and far between (and in 1.0 an npc mender would never repair it all the way to 100% condition, the best you could get was 99% - this changed in ARR though where npcs now repair all the way to 100%, but as in incentive to still repair your own gear you can double your gear's condition to 200% if you repair it yourself).
It also serves as FFXIV's equivelant 'death penalty' to FFXI's 'lose EXP on death', as a means of increasing challenge (the thinking is that you only really have to be concerned about it if you're dying a lot, if you're not then it's not really a problem, at least theoretically.). Basically, "there's no such thing as a free lunch": the 'free lunch' in this regard is doing content without some cost to the character, whether it be gil, EXP or something else, everything in life has a cost, and whether you are willing to pay it.
Last edited by Enkidoh; 10-08-2018 at 09:20 AM.
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