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.
Even at 99 cap people are having problems taking down Arch Dynamis Lord. (Arch (boss) in Neo-Dynamis are a lot harder and not a zerg fest so yeah lol.) That was the good thing about it, because it actually made people think..in XIV? Content isn't varied enough yet to really promote that kind of strategic thinking, especially because people rather class stack than actually try and think of ways to do certain battles as a varied setup, look at the post about Puglist style, while that's still stacking basically, it at least tried something different.Mhm. Now do take note, besides BCNM's, all of FFXI's content revolved around accomplishing something in a certain area before engaging the enemy. Dynamis was hard and took a lot of work to get to the last boss. So the idea of accomplishing it in 24 hours was nearly non-existant. It took people quite a while to figure out the best way to approach Dynamis. Even after years people still had it challenging, even when it was broken down into a science. I want FFXIV's content engaging like this. The problem with primals are that you have only a 5 minute window to wait to figure out how it works. If you had access to Dynamis Lord every 5 minutes, I am sure you could find a way to take him down within a day.
Overall, we are getting BCNM like fights in FFXIV, and we need content that helps make an event stretch out.
They have to keep this game casual or people like Isaveron will cry because it'll be deemed a "time sink" if you can't do it in one sitting.
You should probably understand the full meaning of a word before bashing someone else's use of it.
Originally Posted by http://dictionary.reference.com/browse/sound
sound [sound] noun
1. the sensation produced by stimulation of the organs of hearing by vibrations transmitted through the air or other medium.
2. mechanical vibrations transmitted through an elastic medium, traveling in air at a speed of approximately 1087 feet (331 meters) per second at sea level.
3. the particular auditory effect produced by a given cause: the sound of music.
4. any auditory effect; any audible vibrational disturbance: all kinds of sounds.
5. a noise, vocal utterance, musical tone, or the like: the sounds from the next room.
verb (used without object)
13. to make or emit a sound.
14. to give forth a sound as a call or summons: The bugle sounded as the troops advanced.
15. to be heard, as a sound.
16. to convey a certain impression when heard or read: to sound strange.
17. to give a specific sound: to sound loud.
And yet, you can't sound like anything over text to get the impression if someone is "mad", especially considering when I wrote it I was laughing at his immaturity over initially attacking me through signature lol.
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)
My XIVPad: http://xivpads.com?2031148
If you are going to bring XI's content in as a argument. You really shouldn't bring in the content from it's expansions. CoP was released 2 years after and RoTZ 1 year. And the game wasn't in a major redesign. Many of you confuse time with difficulty.
Yes more content is needed and challenging content is needed to. But to add ridiculous time sinks just to make content longer is not the answer. and certainly doesn't make it challenging.
Reasons why XI content lasted so long. Was time restrictions.
Dynamis-2x a week
Limbus-2x a week
Einherjar-2x a week
HNMs-1x a day-1x a week depending on nm
Salvage- 1x day
Sea/sky- Limited by pop items you had. and pop times on NMs.
Now add the multiple zones of each content and that is why it lasted. was a complete time sink. It wasn't hard or challenging. Take away all those restrictions and XI would of been a complete joke to complete.
Now lets do the same thing here. Lets say you could only enter ifrit/moogle/ once a day. It would take even the best players months to get all the weapons simply because of little time restrictions and only being able to do it 7x a week. As the game grows complete its redesign. and starts to focus on content and only content. We will most likely end up seeing these time seeks you guys want. But until then we just have to deal with what we have.
TL;DR: XI was nothing but a bunch of time restrictions and without them the game was "easy" to
Last edited by Xianghua; 01-30-2012 at 03:34 AM.
That's the problem. Already powerful sets (not as powerful as melded gear, but are more powerful than vanilla gear) getting even more powerful wasn't the intention of Materia system.
What will even things out is them adding more actual gear that's on par with 1-2 melded gear. We're going through an overhaul so they really haven't added any meaningful gear which is why they let us craft said meaningful gear. Prior to materia almost everyone rocked 'HNM' and dungeon gear because it was 'the best', once we're back to a point of them adding powerful sets (AF/JSE is coming too) things will finally start to even out.so let them both be meldable, itl equal them out
Getting a powerful set of melded gear is much more investment than doing a dungeon or killing an 'HNM' or farming up coffers. Even 1x meld isn't THAT great given how your stats required a significant boost to really see any large improvement.
Here's what I think, such as that may be.
In a game where crafting classes and battle classes are supposed to share the same equality, therefore, crafted and raid gear should, all told, be equal (the U/U gear may have 'better optimized' stats, given that it has zero resale value, as opposed to Generic Uber Chestpiece +1). However, if the best raid gear is difficult to obtain, than so, too, should the crafted gear. Perhaps the mats for it should drop in the instances themselves, or be DoL nodes of some sort within the instance that are only available after it's cleared. Also, there's no reason not to have U/U gear be meldable, as the current 'system' removes a major mechanic that SE specifically added to add depth to the game's gearing system and economy.
I'm allergic to effort.
Ignoring -
1. Limbus required you to go through multiple areas in order to fight the true bosses.
2. Dynamis was multiple zones with the overall goal to kill the Dynamis Lord, and as of now, the overall goal to kill the Arch versions.
3. Einherjar has multiple wings with the overall intention of fighting of Odin.
4. HNMs are popped and were never really content to begin with.
5. Salvage everyone did it at least twice a day if points allowed for it.
6. Sea/Sky wasn't long lasting due to "limited by pop items", it lasted long because you simply can't defeat all of the Gods, do Divine Might and Limbus in one sitting.
Even with them removing restrictions in the last year (time wise) and over the course of the last 4 years (in general) you still can't completely blow through everything in one sitting.
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