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  1. #1
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    Mar 2011
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    Besaid
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    Endgame dungeons and gear/crafting involvement

    So as usual im stepping up with the urge for things to change a bit away from how they are with drops in dungeons.


    Lets take a look at stuff like Ifrit.

    Right now, people hate the way the drops are done for the most part. You get random items, or you get a totem which you need to farm like mad to get an item of your choice.

    Why should it even be this hard?

    Why not just have him have a chance drop 1 Ifrits horn every fight, and it can be crafted into one of the items that he drops now?



    Yes i know taking back the way its done now is not gonna happen, but for future dungeons this is something I feel would be of much greater benefit!


    And lets look at a few other things

    1: It can be melded! Since its a crafted item, melds are now in the picture, and since its a rare dungeon drop that it takes to make it, it holds more value as such

    2: No more getting items for classes you dont use! In the case of fights like Ifrit, you can use it to make the weapon of your choice. In the case of other drop types, itl of course make specific gear related to that drop(such as dodore and buffalo type drops)

    3: You can keep the items stronger purely because its a boss drop/dungeon drop or whatever.

    4: You include crafting into the equation.

    5: People who can not do the dungeon for whatever reason can still get the gear(at a cost of course), and the drawback is of course doing things this way obviously denies you the achievemnt.(and for those who have done it tons of times they can buy the rest of what they need)



    Just tossing some ideas around, so what else can we look at with this?

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Gridania
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    778
    Quote Originally Posted by TheVedis View Post
    So as usual im stepping up with the urge for things to change a bit away from how they are with drops in dungeons.


    Lets take a look at stuff like Ifrit.

    Right now, people hate the way the drops are done for the most part. You get random items, or you get a totem which you need to farm like mad to get an item of your choice.

    Why should it even be this hard?

    Why not just have him have a chance drop 1 Ifrits horn every fight, and it can be crafted into one of the items that he drops now?



    Yes i know taking back the way its done now is not gonna happen, but for future dungeons this is something I feel would be of much greater benefit!


    And lets look at a few other things

    1: It can be melded! Since its a crafted item, melds are now in the picture, and since its a rare dungeon drop that it takes to make it, it holds more value as such

    2: No more getting items for classes you dont use! In the case of fights like Ifrit, you can use it to make the weapon of your choice. In the case of other drop types, itl of course make specific gear related to that drop(such as dodore and buffalo type drops)

    3: You can keep the items stronger purely because its a boss drop/dungeon drop or whatever.

    4: You include crafting into the equation.

    5: People who can not do the dungeon for whatever reason can still get the gear(at a cost of course), and the drawback is of course doing things this way obviously denies you the achievemnt.(and for those who have done it tons of times they can buy the rest of what they need)



    Just tossing some ideas around, so what else can we look at with this?
    Gath likes the idea apart from the people who don't feel like doing it can still buy it.

    Gath thinks that more people will just be fatsy lazy ding dongs and just buy the gil to buy the item.

    Some participation should at least be required for someone to get an item like that.

    Gath also thinks there should be a balance.

    There should be a point to where strictly crafted gear that requires a couple of mats drops from bosses for certain gear slots form crafting and then there should also be rare/ex drops from bosses that fit another grouping of gear slots.

    This way there is balance and people can feel the need to do both the dungeons and/or bosses and also have to get items from crafters if they are very OCD about min/max.

    Otherwise Gath likes the idea.

    Gath's 1 gil is worth more than your 1 gil.
    (1)

  3. #3
    Player
    AmandaHuggenkiss's Avatar
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    Mar 2011
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    Amanda Huggenkiss
    World
    Sargatanas
    Main Class
    Samurai Lv 93
    Quote Originally Posted by TheVedis View Post
    5: People who can not do the dungeon for whatever reason can still get the gear(at a cost of course)
    I have to say no to this.
    If you can't beat the fight you don't deserve the reward.
    (8)
    I like frog

  4. #4
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    Terrible idea, stuff needs to be rare/ex they just need to change stats up some more.

    Rare/ex even if it isn't meldable, it shows that you went out and did something unlike the people without the super awesome rare/ex gear.
    (1)

  5. #5
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    Mar 2011
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    Gridania
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    Quote Originally Posted by Rokien View Post
    Terrible idea, stuff needs to be rare/ex they just need to change stats up some more.

    Rare/ex even if it isn't meldable, it shows that you went out and did something unlike the people without the super awesome rare/ex gear.
    Well, if you look at it like how XI was with Sky, HNMs, Sea, etc. main NMs did drop mats that crafters could use to make an item that was either decent for certain jobs or exceptional for the jobs. Does Gath think it should be the mainstream/named weapons or armor? No, but Gath thinks it should contribute to a few crafted only types. It's balance, every game needs balance.

    Though Gath is not 100% on the idea Gath still thinks it holds a good idea for a solid foundation of obtaining gear/weapons.

    Gath's 1 gil is worth more than your 1 gil.
    (1)

  6. #6
    Player
    Xatsh's Avatar
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    Mar 2011
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    Uldah
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    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Make some things sellable from dungeons/instances, make something not. Need a good mix of stuff. Everything being rare/ex fails hardcore as seen now, but so does everything being sellable.

    Without sellable things someone who has everything has no reason to do the event anymore. No incentive, harder to get groups, the content becomes worthless or has to be really nerfed to low man it.

    The ifrit/moogle weapons, while the drop system needs to be 100% overhauled still... totem/charm thing fails, they need to stay Rare/ex.

    Ifrit should also drop a horn if you incap it every so often which can be crafted into a "good" item just as good as other endgame drops. Say something like this Inferno Ring Rank 50. Fire Resist +8, Attack +4. HQ of the ring can be +10 and +5 respectively. Moogle Drops some gem which can be crafted into an earring with Mnd+2 and Healing Magic +5 / HQ+3 and +7 on it.

    It keeps crafting an integral part of endgame, it gives you options which cannot be achieved Via materia, and it can be $$$ which will keep people wanting to do the event longer.

    Crafting being negated = major problem. Crafting gear > endgame gear = larger problem. Both have to be solved and the current design ingame simply will not work. Simple solution is to combine the 2 to a limited extent, more or less how Tanaka was doing it pre-Yoshida.
    (2)

  7. #7
    Player
    Mikita's Avatar
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    Mar 2011
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    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Xatsh View Post
    Ifrit should also drop a horn if you incap it every so often which can be crafted into a "good" item just as good as other endgame drops. Say something like this Inferno Ring Rank 50. Fire Resist +8, Attack +4. HQ of the ring can be +10 and +5 respectively. Moogle Drops some gem which can be crafted into an earring with Mnd+2 and Healing Magic +5 / HQ+3 and +7 on it.
    I would soooo like this!

    And it would definitely give new life to these primal fights for people who already have all their weapons.
    (0)