god dang it, this what makes me upset, YOU PLAY GAMES FOR TIMESINKS, TO WAIST TIME, YOU ARE PLAYING AN MMORPG, ITS MADE FOR TIMESINCS. Time sinks are needed and they are very lacking in this game.

I 100% completely agree with you. Plus usually the "casual" gamers that most of the content is geared to usually tend to jump ship from mmo to mmo more frequently.It's ironic how people complained about SE making you do things yourself in XI (some push is nice yeah) much like people complained about XI's content lasting "too long", yet all content, with or with bad drop rates (only Salvage had bad drop rates) were long term goals, even Abyssea as casual as it is created a long term goal especially if you duo everything like my brother and his girlfriend does.
Sadly, people say XIV should stray far away from XI in terms of creating long term goals and meaningful content. We don't even need "hard" content, just content that takes teamwork (i.e CoP era FFXI) or content that isn't designed for every whiny player that has only 2 hours a week to play an MMORPG, this is the problem. It's not a problem if you don't have much time (I certainly have less time than I did 12 years ago) but I have more than enough time to actually dedicate to long term content.
Guildleves were supposed to be for those people while SE created real content for others who craved it but sadly they pushed this game out way before that was realized.



I can agree with both Andy and Mog.
I don't believe crafted gear should ever be better than raid gear.
In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.
How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.
I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.
As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.




Well putI can agree with both Andy and Mog.
I don't believe crafted gear should ever be better than raid gear.
In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.
How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.
I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.
As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
+1


this is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )I can agree with both Andy and Mog.
I don't believe crafted gear should ever be better than raid gear.
In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.
How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.
I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.
As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
or they can just make U/U gear meldable toothis is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )
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The problem with this structure is that removes DoH/DoL from the endgame, which they should not in any way do. It's not that difficult to toss endgame item material DoL nodes near the bosses, but the tricky part is crafting. If these are items we don't want showing up at our local market ward, SE will need to implement a way to craft that works with another person's inventory. Luckily, I think the basic framework for this is already in place via the repair system.I can agree with both Andy and Mog.
I don't believe crafted gear should ever be better than raid gear.
In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.
How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.
I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.
As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
I know some people don't like DoH/DoL classes, but some of us do, and they ARE set up as a core part of the game. Any long term goals (which was a great but easily overlooked point by Mog) should include them.



While you are right. As it stands right now, DoH are dominate over other rare/ex. gear, which completely defeats the purpose of gear such as SH ones. If a balance isn't created, then there is less incentive to engage other content. Right now crafting is OP and needs a definite tone down. Not get rid of it, or make it insignificant, but you have to create a reason to people to want rare/ex, and I don't think letting rare/ex. be meldable will solve the issue, just make it worse.The problem with this structure is that removes DoH/DoL from the endgame, which they should not in any way do. It's not that difficult to toss endgame item material DoL nodes near the bosses, but the tricky part is crafting. If these are items we don't want showing up at our local market ward, SE will need to implement a way to craft that works with another person's inventory. Luckily, I think the basic framework for this is already in place via the repair system.
I know some people don't like DoH/DoL classes, but some of us do, and they ARE set up as a core part of the game. Any long term goals (which was a great but easily overlooked point by Mog) should include them.
how will it make it worse to make it meldable?While you are right. As it stands right now, DoH are dominate over other rare/ex. gear, which completely defeats the purpose of gear such as SH ones. If a balance isn't created, then there is less incentive to engage other content. Right now crafting is OP and needs a definite tone down. Not get rid of it, or make it insignificant, but you have to create a reason to people to want rare/ex, and I don't think letting rare/ex. be meldable will solve the issue, just make it worse.
you basicaly make non melded UU gear better then crafted
then when they get melded they stay ahead of the game
sure you can make crafted gear cheaper then the time it takes to farm the UU gear, but at the same time.....the effort and cost it takes to go beyond slot(with tier 4 only materials) is so great that when people do it its rare and costly to them to the point where you gotta ask if you even wanna go that far to begin with.
so let them both be meldable, itl equal them out, the difference being you can replace 1 for extra tries if it fails with money/materials and the other you just have to go refarm(which can be annoying, but its the price you pay if you really want the gear to be "better" in that way)
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