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  1. #1
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    +1 OranGemeo and Xianghua.

    I hate the constant referrel to FFXI, but that game is this one's predessor, so i'm going to do it again anyway.

    A line in your post Xianghua remnded me of how famous XI was for introducing content that was REDICULOUSLY hard, and then rebalancing it (or not... Absolute Virtue, Pandemonium Warden...) later on. It seems here all we get is simple content, which gets 'rebalanced' anyway.

    I have to say though, I read one comment from Yoshi-San that gave the impression he wasn't 100% happy about having to nerf the Moggle stone collection....NM.....system...thing yada yada that we originally had when talking about the AF weapons requiring some degree of challenge to aquire.

    Fingers crossed that doesn't just mean another easy 15 minute fight, "complicated" with a 1% drop rate on its reward.
    (1)
    Last edited by AndySolace; 01-30-2012 at 06:23 AM.

  2. #2
    Player
    Xianghua's Avatar
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    Fiona Valencia
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    Excalibur
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    Thaumaturge Lv 80
    Lets not forget though that Gear switching in XI played a big part in content lasting that long. Can't expect people to keep doing content for outdated gear. And not only did Kirin drop D-ingot. the entire abj. system was pure win.
    (0)
    Last edited by Xianghua; 01-30-2012 at 06:51 AM.

  3. #3
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    DoctorMog's Avatar
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    Doctor Mog
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    Quote Originally Posted by Xianghua View Post
    Lets not forget though that Gear switching in XI played a big part in content lasting that long. Can't expect people to keep doing content for outdated gear. And not only did Kirin drop D-ingot. the entire abj. system was pure win.
    Then make the gear unique.

    HP drain and Fire damage from Moggle and Ifrit are a good start.

    How about a double attack weapon?
    Movement speed boots?
    "Full resist" shield for each debuff type? (a shield that resists all sleep for example)
    Cast speed weapon
    Attack speed belt

    The above items scale, and even when they become oudated, they are still useful for their uniqueness situationally and thus the content is useful for the future because all players want a set of those items eventually. People will go BACK and do that content, never becoming outdated.


    Now, in order for a few of those to be useful, like a bind resist shield, there needs to be a use for it. a NM that spams Bind, a fight that requires the speed boots for kiting, a boss that takes triple fire damage (ifrit weapons) etc...
    (4)
    Last edited by DoctorMog; 01-30-2012 at 06:59 AM.

  4. #4
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    DoctorMog's Avatar
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    Doctor Mog
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    Love the kirin example.

    Crafted endgame mats and a few good items as drops from bosses keeps everyone happy.

    Also, had the trees not been there and having to FREEKIN WALK through them, killing the 5NMs before each Moggle attempt would have been fine.

    /agree
    (1)

  5. #5
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    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)

  6. #6
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    Ruri's Avatar
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    Ruri Valeth
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    Balmung
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    Reaper Lv 100
    I really hope the next 2 dungeons have better gear than crafted gear.. Otherwise there would once again be no point. No point in getting the chest gear from SH either as they pretty much all suck.
    (2)

  7. #7
    Player
    Xianghua's Avatar
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    Fiona Valencia
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    Thaumaturge Lv 80
    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.
    (3)

  8. #8
    Player
    Velhart's Avatar
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    Velhart Aurion
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    Hyperion
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    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)

  9. #9
    Player
    Xianghua's Avatar
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    Fiona Valencia
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    Excalibur
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    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.

  10. #10
    Player
    Velhart's Avatar
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    Velhart Aurion
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    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)

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