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Thread: Can we please

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  1. #11
    Player
    Ephremjlm's Avatar
    Join Date
    Oct 2022
    Location
    Limsa Lominsa
    Posts
    241
    Character
    Ephremjlm Molina
    World
    Goblin
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Haru304 View Post
    That's a lot of reasonably cherry picked nonsense right there. Won't lie. I'll keep things short and sweet, and assume that you're arguing in good faith. I'll not sink to accusing someone of trolling based on the premise of disagreement - that's pretty damned lazy.

    1. You're confusing requirement with relevance. You're choosing to ignore an entire gear progression system, on the basis that you don't like it and seem to believe it's irrelevant. Here, let's examine why. First.

    It's a common, well utilised progression pillar and is arguably the fastest way to get back into raiding upon rejoining the game. Crafted gear is -consistently- BIS on release. It drives the player economy. It isn't fluff. It's a core system. Money made via crafted gear is pumped back into food, potions, housing, PENTAMELDING, etcetera. There are ENTIRE content systems built specifically around it; Ishgard Restoration, Custom Deliveries, Collectibles, etcetera. Essential? No. One of the core systems of progression used by the community? Absolutely yes.
    I guess I'll just address this point by point, and if you're being good faith as well then I'll dial it back.

    1. I understand the role crafted gear plays in the game, you don't have to explain that to me. The fact is that it is still arbitrary. You don't have to engage with it AT ALL. Ever. The system in itself doesn't discredit at all why we should be able to trade simple dungeon gear, especially if the crafted gear is ALWAYS better. Gear for combat's sake isn't even a true endgame for like 90% of players. Most players care about cosmetics, mounts, and minions. Again this is all off topic but for the claim it needs to be said as a supporting point.

    2. You're wrong. The simple fact that you can go to the market board and buy catch up gear completely invalidates the "grind" argument. And it did. Being that we didn't want a single person to blow all of their gil, we banded together and spent accordingly. We did the run that night, got the clear, geared the people. So unless you tell me that you don't think people should be able to do that the argument about needing to grind every so many months is inconsistent.

    3. Lol okay hold on, we talk about cherry picked information, and this is what you're doing with this argument. I told you I played older MMO's prior including FFXI. I'm all for ACTUALLY making gearing a worthwhile and fun endeavor, and removing unnecessary QOL that takes away player engagement. But you aren't arguing that at all. You're saying that because others don't like the system that is currently there, they're wrong and you're trying to use a macro argument in multiple things that aren't actually related like player retention, in place of a micro arguement. Again, being able to trade dungeon gear, DOESN'T break anything here. It actually makes the gear much less useless, and gives specific dungeons AT YOUR LEVEL more replayability, as opposed to dailies that make you use lesser kits at lower levels. Or does player retention only matter in its current form with arbitrary tokens and forced grinds down a certain path? How about MORE options, that in turn gives people more things to do. More dots on the line to hit on their climb of the vertical progression.

    4. I'm sorry for being dismissive, but if you really think about it for more than 5 seconds, you would realize that it's ignorant to argue the point that dungeon gear specifically breaks anything.

    "In your mind, would we all just walk around in a lobby and insta-queue into every new piece of content, all at the same ilevel? These systems are designed promote engagement."
    - Where did I say that at all? If im advocating for more ways to get gear, doesn't that insinuate that there is actually more to do? What do you even define as promoting engagement? Dailies? Making people buy gear off the market board? These aren't even mobile game levels of engagement and for someone who played those other cited MMO's (im guessing in their heyday) then you should clearly understand this.

    "The only lee-way in this instance, is that, at the moment, prices"
    - other people have already answered this. At this point you're just arguing just to argue. You're expecting people who have a two hour timeslot to play together to jump through a million hoops to do a simple run on that specific night. We had our reasons for going the route we did. We accomplished what we set out to do and NONE of that discredits why dungeon gear should be tradable.

    "And replying to a few of the things you said to Kaurhz…"
    1. You misunderstand. My point is that they said we would have to have some level of investment to come back and play. But with an insanely vertical gearing system, and the combat being as easy as it is with no real variables for gearing, then why? Your rotation not changing is just another aspect of that, in that the reason isn't investment for skill reasons.
    2.idk how you extrapolated my answer to this with the response you gave. If you can buy gear off the market board, you obviously don't care about the players time investment when they come back. So why gate keep LESSER dungeon gear. Simple.
    3. You just gave a text book non answer to this. And that's my exact point. If we could trade dungeon gear to get the person over the hump, then who gives a damn. It would be so much easier to argue that you simply like the game the way it is and you want no changes to happen at all. I would even respect that opinion. Maybe this is the specific flavor combination you most enjoy. That's actually a solid answer lol.

    I appreciate that last comment. It took us about 30 minutes to gear two different people to 725. It was long and hard work, but someone had to do it.
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    Last edited by Ephremjlm; 08-08-2025 at 05:36 AM.