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  1. #1
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    Jul 2012
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    Gear Set Suggestion

    I wanted to preface this by saying that I am aware that a community rep did advise that we should hold off until beta to see the gear set feature before making suggestions. It's very likely that I'll forget this topic by then so I just wanted to throw this out there

    So the main issue seems to be the ability to use the same items across different gear sets. I'm suggesting we implement a system that creates gear sets from a separate pool of equipment.

    When a player reaches 50 on their first character a treasure chest/storage option appears in their menu. We'll name it "Gear Chest". Within that Gear chest there will be a gear template (head, neck, bodypiece etc) that will allow the players to drop equipment into thus removing it from their inventory.

    For every other job that reaches 30 (30-50 this is debatable) another gear template appears in the Gear Chest allowing for more equipment to be dropped in.

    Now there will be an option titled "Gear Sets". From here, players can make different sets of gear from the entire pool of equipment within the "Gear Chest".

    This is just a rolling idea I thought might be helpful to the Dev team. Suggestions are welcome as I'm sure I might have glossed over some details.
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  2. #2
    Player
    Molly_Millions's Avatar
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    Mar 2011
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    Uldah
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    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    That's basically how it works. However there is a technical issue atm which does not allow one piece of gear to be in more than one set. They have a solution, which is to allow users to attribute an alias to gear that would allow to to assign the gear to multiple sets. Imagine it this way (I'm over-simplifying for the sake of describing the issue):

    data tables
    gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3
    gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

    Most likely, when gear is added to a gear set, the ID from the gear table gets stored in the gearset table in the field for that particular slot. Hence the 1:1 issue.

    This is the solution they have proposed:

    data tables
    gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3_ALIAS1_ALIAS2_ALIAS3
    gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

    so with this solution, instead of storing the ID in the field, they'll store one of the aliases that is not used in another gearset, which solves the technical issue, but could be confusing to some people to set up.


    I'm curious to know why they couldn't just allow the ID to be assigned to more than one gearset to begin with, without getting too technical it seems like they could just remove the database constraint on the gear set table. It probably has to do with gearsets removing items from your inventory in the first place.
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    Last edited by Molly_Millions; 10-04-2012 at 12:12 AM.

  3. #3
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    Quote Originally Posted by Molly_Millions View Post
    That's basically how it works. However there is a technical issue atm which does not allow one piece of gear to be in more than one set. They have a solution, which is to allow users to attribute an alias to gear that would allow to to assign the gear to multiple sets. Imagine it this way (I'm over-simplifying for the sake of describing the issue):

    data tables
    gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3
    gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

    Most likely, when gear is added to a gear set, the ID from the gear table gets stored in the gearset table in the field for that particular slot. Hence the 1:1 issue.

    This is the solution they have proposed:

    data tables
    gear table: ID_NAME_SLOT_STAT1_STAT2_STAT3_ALIAS1_ALIAS2_ALIAS3
    gear set table: GEARSETNAME_HEAD_BODY_LEGS_FEET

    so with this solution, instead of storing the ID in the field, they'll store one of the aliases that is not used in another gearset, which solves the technical issue, but could be confusing to some people to set up.


    I'm curious to know why they couldn't just allow the ID to be assigned to more than one gearset to begin with, without getting too technical it seems like they could just remove the database constraint on the gear set table. It probably has to do with gearsets removing items from your inventory in the first place.

    That's very interesting to hear. I wasn't aware of the that proposed solution.
    Now i'm no expert in data tables (have a little experience in relational databases) and I hope that I'm understanding this right but their Gear sets store the actual data of the equipment in the Gear Chest causing the conflict of 1:1?

    Would it be possible (and lemme know if i'm way in over my head lol) that the gear set option be more akin to the macro system and just call the data housed in the Gear Chest table of data?
    (1)

  4. #4
    Player
    Mjollnir's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,579
    Character
    Fiery Mojo
    World
    Gilgamesh
    Main Class
    Marauder Lv 100
    Quote Originally Posted by BiggLethal View Post
    Would it be possible (and lemme know if i'm way in over my head lol) that the gear set option be more akin to the macro system and just call the data housed in the Gear Chest table of data?
    This is what I had hoped for. Along with a Cactuar butler (Moogles got banned for being too cliché) to teleport it onto you from the chest in your residence. Loads of quests/achievements required to unlock capacity and functionality, but otherwise what you said up top.
    (1)

  5. #5
    Player
    Molly_Millions's Avatar
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    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by BiggLethal View Post
    That's very interesting to hear. I wasn't aware of the that proposed solution.
    Now i'm no expert in data tables (have a little experience in relational databases) and I hope that I'm understanding this right but their Gear sets store the actual data of the equipment in the Gear Chest causing the conflict of 1:1?

    Would it be possible (and lemme know if i'm way in over my head lol) that the gear set option be more akin to the macro system and just call the data housed in the Gear Chest table of data?
    Of course, I'm just guessing on the data structure based on what they've told us. From what I understand, we can still equip gear via macros, so if you use the same gear for PLD and WAR for example, just use a macro to switch your weapon, and keep one of the weapons in your inventory. For example, you might have a gearset that equips your PLD gear, but your WAR uses all the same gear but the weapon. So your macro could equip the PLD gearset, then your axe after the gearset.
    (1)

  6. #6
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    Quote Originally Posted by Molly_Millions View Post
    Of course, I'm just guessing on the data structure based on what they've told us. From what I understand, we can still equip gear via macros, so if you use the same gear for PLD and WAR for example, just use a macro to switch your weapon, and keep one of the weapons in your inventory. For example, you might have a gearset that equips your PLD gear, but your WAR uses all the same gear but the weapon. So your macro could equip the PLD gearset, then your axe after the gearset.
    Thanks, I guess based on that, what I'm suggesting is:

    - A separate inventory based on gear templates (per job)
    - A gear set option that only accesses the separate inventory based off of the macro function (would be intuitive - drag and drop etc instead of typing out macro commands)
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  7. #7
    Player
    Raldo's Avatar
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    Jul 2011
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    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    They should've continued to have gear take up space in the inventory and merely use the gearsets as templates. The problem here is being caused by the fact that once a piece of gear is in a gearset, it is no longer in your inventory. Take all those gearset inventory slots, put them back in the normal inventory (like it is now), voilà, problem solved.

    I don't see why they'd scrap the current inventory system in favor of this separated-inventory gearset crap, when there's already obvious glaring flaws in the system. The current system seems easier than this alias thing too.
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  8. #8
    Player
    indira's Avatar
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    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    now we need the number of how many sets we can make.
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  9. #9
    Player
    Molly_Millions's Avatar
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    Molly Millions
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    Balmung
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    Marauder Lv 50
    Quote Originally Posted by indira View Post
    now we need the number of how many sets we can make.
    For sure. I'd like to know if it'll be possible to have more than one set per class/job.
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  10. #10
    Player
    Dzian's Avatar
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    Feb 2012
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    Ul'dah
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    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    I suppose you could consider this one of my bigger concerns with 2.0. given that I have several items that are usefull accross multiple jobs. from what I have understood thus far if I want to use said item across multiple jobs i'll have to leave it out of gearsets entirely and macro it in like I do now.

    I also remember that items in a set become locked to it or something. if I hit a whm macro that equips full af for example i can't then swap just the head piece as it'll remove the whole set or something. seems to be a real pain for example my blm has 2 main builds a high magic accuracy and a high damage and from those i tend to switch a couple of pieces around manually as needed drop a zirc ring for a coral if i get resisted etc.

    see how it works in beta i guess but if it's to restrictive I'd be inclined to suggest giving us back bigger inventories or even a specialised gear inventory tab. kinda like crystals being seperate to items. and allowing us to write bigger macros so we could put a full gear switch in one macro.

    we shall see though.
    (0)

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