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  1. #71
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Xianghua View Post
    Honestly I think gear switch needs to make it's return. That's a very effective way to make crafted gear + Dropped gear equal and adds more depth to the stat/strat/skill. If people would stop being such pack rats and keeping a lot of old gear, U/U gear and other things they don't use or probably never will. I doubt inventory would be much of a problem once 2.0 is here.
    Situation like gear would be okay, but I definitely do "not" want gear switching while in battle back. I always thought that was one of FFXI's bad aspects. I want to go in with the gear on me and that is it. Not fun switching between staves to have a certain spell go off. The class/job system is a tad different from FFXI's, where you can switch on the fly, and in most occasions, people want to bring gear and be ready in case they need to switch. People don't want 3-4 gear sets for each job just to be efficient, it is inconvenient and tedious.

    Especially with the fact that FFXIV technically is a faster paced system than FFXI. It does not take long at all to execute actions and combos and would in the long run be better to not gear switch for the sake of a little more damage. It is just inconvenient.

    All you need to do is make long term goals, regardless of it being crafted material or rare/ex. gear, and with the amount of jobs coming up and more in the future, and make drop rates low but fair, you can make content last a real long time.
    (0)

  2. #72
    Player

    Join Date
    Oct 2011
    Posts
    59
    Unique gear like the Primal weapons I agree is a good start.

    Each element being aligned to its own attribute and bonus makes for a whole range of situationally different weapons and armour. Vitality boosting swords with damage reduction from Titan, Leviathan dropping Mind boosting wands with cure potency. Wishful thinking, perhaps but totally doable. Would keep people replaying the content.

    PLD would have a choice; sword with 5% cure potency, HP drain, damage reduction, evasion, each would be collectable in its own right IF the game presented challenges that warrented that level of tactics. Who remembers tanking In elemental gear? These items are easily plausible, and can be implimented with the current system. BUT they are useless without the need to equip them. This is where difficulty and stategy comes into play.
    (2)

  3. #73
    Player
    Xianghua's Avatar
    Join Date
    Jul 2011
    Location
    Limsa
    Posts
    405
    Character
    Fiona Valencia
    World
    Excalibur
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Velhart View Post
    Situation like gear would be okay, but I definitely do "not" want gear switching while in battle back. I always thought that was one of FFXI's bad aspects. I want to go in with the gear on me and that is it. Not fun switching between staves to have a certain spell go off. The class/job system is a tad different from FFXI's, where you can switch on the fly, and in most occasions, people want to bring gear and be ready in case they need to switch. People don't want 3-4 gear sets for each job just to be efficient, it is inconvenient and tedious.

    Especially with the fact that FFXIV technically is a faster paced system than FFXI. It does not take long at all to execute actions and combos and would in the long run be better to not gear switch for the sake of a little more damage. It is just inconvenient.

    All you need to do is make long term goals, regardless of it being crafted material or rare/ex. gear, and with the amount of jobs coming up and more in the future, and make drop rates low but fair, you can make content last a real long time.
    Having situation gear that you would use for 1-2 events would be worse. Then having different gear sets you will use for every event. Unless you made them needed. The gear would take up the same amount of slots pretty much yet one would be used much more then the other. If they made it where that gear helped tremendously in those fights. well of course the casuals will step in to complain. xD

    Edit: idc how they would implement gear switch. But some type of it is needed I think.
    (0)
    Last edited by Xianghua; 01-30-2012 at 07:26 AM.

  4. #74
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Xianghua View Post
    Having situation gear that you would use for 1-2 events would be worse. Then having different gear sets you will use for every event. Unless you made them needed. The gear would take up the same amount of slots pretty much yet one would be used much more then the other. If they made it where that gear helped tremendously in those fights. well of course the casuals will step in to complain. xD

    Edit: idc how they would implement gear switch. But some type of it is needed I think.
    I don't like that either. I just rather have gear that may cater to a certain situation. For example, lets say DRK gets released for GLA. Between PLD and DRK, I will need to build a tanking set and a DPS set for my GLA. This is what I am mainly referring to.
    (1)

  5. #75
    Player
    Xianghua's Avatar
    Join Date
    Jul 2011
    Location
    Limsa
    Posts
    405
    Character
    Fiona Valencia
    World
    Excalibur
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Velhart View Post
    I don't like that either. I just rather have gear that may cater to a certain situation. For example, lets say DRK gets released for GLA. Between PLD and DRK, I will need to build a tanking set and a DPS set for my GLA. This is what I am mainly referring to.
    Yes I agree completely. would be a great way to add it.
    (0)

  6. #76
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
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    3,208
    Well they are even making repairing dumbed down as well, even more so. They are going to make it(i think) that grade 5 dark matter can repair anything. It's almost like why bother now..... just take it out if your going to make it stupid.
    (0)

  7. #77
    Player
    Xianghua's Avatar
    Join Date
    Jul 2011
    Location
    Limsa
    Posts
    405
    Character
    Fiona Valencia
    World
    Excalibur
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Rokien View Post
    Well they are even making repairing dumbed down as well, even more so. They are going to make it(i think) that grade 5 dark matter can repair anything. It's almost like why bother now..... just take it out if your going to make it stupid.
    Repair should of been removed as soon as they decided to make npc repair everything to 99%. The idea of the system is nice for immersion but the way the implemented it was rather stupid.
    (1)

  8. #78
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    i agree with you, content should be hard enough to keep us busy for months, i havent got a few weapons from ifrit and i still do that just to have those gears, dont make the drop rate that crappy instead give difficult fights easy to wipe, and make those drops be worthy of our efforts, i wouldnt mind having low drop rates, but i want to have a challenge in every single content, leave crafted gear to the casuals (im casual semi hardcore) so crafted gear can give all good stats enough to do endgame content and rare/ex and AF's a lot better to have a long term goal.
    (0)

  9. #79
    Quote Originally Posted by Pandastirfry View Post
    no one complained about having to kill the NMs, people complained about the trees and spriggans linking and the crazy amount of both.
    Did you really miss the QQ fest over having to kill NMs each time? They complained about it all, as usual.
    (0)

  10. #80
    Player
    Pandastirfry's Avatar
    Join Date
    Aug 2011
    Location
    Under a pile of rubble that was Ul'dah
    Posts
    586
    Character
    Meneyota Kunyaa
    World
    Hyperion
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Xianghua View Post
    Yet SE went ahead and made it so you don't have to kill the NMs. Gimping it more then they should. People complained and SE changed. don't really matter what the people were complaining about what matters is how SE chose to fix it. and they did by taking out killing the NMs all together making it very easy to get the items.

    All SE had to do was make it where tree's don't link and it would of been fine.
    No they fixed it by making the spriggans and trees no longer link, and you only have to kill the NMs ONCE, sorta like how in Ifrit from the start you could either farm the tapers or kill the NM for the lamp...expect in Ifrit you never HAD to kill the NM you could always just farm the tapers...Moogle you HAVE to kill the NMs at least once....so technically moogle is...actually more difficult

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