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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Gridania
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    418
    I can see a reasoning behind a crafter's bonus to the item durability, but not for the extra stats during that over 100% boost. I'm already picturing elitist people who will abuse others by saying "must have durability above 100% at all times or gtfo".
    (2)

  2. #2
    Quote Originally Posted by Shikaree View Post
    I can see a reasoning behind a crafter's bonus to the item durability, but not for the extra stats during that over 100% boost. I'm already picturing elitist people who will abuse others by saying "must have durability above 100% at all times or gtfo".
    How is that any different than "Must have +3 or GTFO" or "Must be Rank 50 or GTFO". Elitists will always be elitist, and always demand the best or GTFO. It doesn't matter what the best is. Meanwhile, expand the repair system and hey! Crafters have something to do! Make it so that repairs over 100% can only be done with +1/+2+3 mats, and maybe the "Something to do" will trickle down to gatherers as well, at least a little bit.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  3. #3
    Player

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    Mar 2011
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    Gridania
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    418
    Quote Originally Posted by origamikitsune View Post
    How is that any different than "Must have +3 or GTFO" or "Must be Rank 50 or GTFO". Elitists will always be elitist, and always demand the best or GTFO. It doesn't matter what the best is. Meanwhile, expand the repair system and hey! Crafters have something to do! Make it so that repairs over 100% can only be done with +1/+2+3 mats, and maybe the "Something to do" will trickle down to gatherers as well, at least a little bit.
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    (1)

  4. #4
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
    Character
    Alex Kidd
    World
    Spriggan
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    Marauder Lv 90
    Quote Originally Posted by Shikaree View Post
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    Well the repair kits would help sort out many of the problems that people had with the repair system ie carrying around all the mats and leveling crafts for repairs or waiting for someone to repair the item. They can just patch it up them self anywhere at any time.

    For the +1 repairs it would be very random like 1 in 100 chance so it would not become +3 item with +1 as the norm at all. Yes HQ gear is great and there are people who HAVE to have it and there always will be but they are not the majority. There will always be elitists whatever they do but it won't be the norm.

    Is it the norm to have everything +3 or GTFO now? In FFXI even now that isn't the case, certain things yes but you can still get by with NQ gear for the most part.
    (2)

  5. #5
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Shikaree View Post
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    You can no longer examine a person and see the durability of their gear. The only indication is the DAMAGE item near a party members name in the group. Thats an easy fix, make it so that a damaged gear icon doe NOT appear next to the players name in the group. Then only the player sees it. Now the 100% or 125% issue is gone for the most part.

    Lets face it, elite jackasses will always find ways to be elite jackass.
    (1)

  6. #6
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    Mar 2011
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    Some great ideas here I hope they look into them. Repair kits would be awesome and save so much hassle of carrying around mats and tool's everywhere I go.
    (2)

  7. #7
    Player
    Lissandra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    761
    Character
    Lissandra Heartwine
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Why not just make another tab/section in one's inventory for the repair materials? Or, persay, you can choose to move them to that tab if you so wished to.

    Space constraints are already annoying enough to deal with as it is. I wouldn't mind repairing other folks' gear for a small sum, but nearly half of these players have gears that need repair mats that I don't have...and it's due to space constraints that I don't carry all sorts.
    (1)
    Last edited by Lissandra; 03-31-2011 at 10:03 AM.

  8. #8
    A repair kit to 50%, I think would be acceptable. It makes the kit useful for mid-battle repairs as a hasty OH CRAP IT BROKE sorta of thing, without taking away the necessity of player or NPC repairs. I guess this would be sort of the "Duct Tape fixes everything" sort of repair.

    As for the idea of the +125%, I agree with it in general. I think the right number would be about ~110% given the current +1/+2/+3 bonuses.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  9. #9
    I must admit that while I like the idea of a greater than 100% dura = +X, i'm not stuck on it. Personally, I would just like to see more DEPTH to the repair system. That could take on any number of forms. I think there is a lot of opportunity there to increase the playability, viability, and importance of crafters without forcing a negative aspect on the players who do not like crafting.

    Perhaps a better example would be a "Battlefield Kit" where in a crafter can provide temporary boosts to weapons/armors, etc., mid battle. While that would not necessarily be viable with the current battles in the game, it would be viable should they ever add longer battles (I'm thinking Kirin, here). Something that encourages crafters to support combat in some way without actively being in the combat would be a level of depth that IMO is ideal.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  10. #10
    Player
    CrystalW's Avatar
    Join Date
    Apr 2011
    Posts
    31
    Character
    Aerie Stormlight
    World
    Ragnarok
    Main Class
    Alchemist Lv 50
    Broken gear doesn't seem to have that much effect tbh. It would be good if gear didn't give any stats at all when it's in red (forces people to repair). It would be a good idea to have it break completely if you stay at 0% for xxxx more damage: have to rebuy the piece of gear or something like that. It would give work to the crafters
    (0)

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