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  1. #41
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Why is no one using Hecatomb gear as an example of perfect balance of drop/crafted gear?

    You make the Cursed Harness -1 through crafting.

    Beat which ever god is was who dropped the Abjubration in sky in FFXI, then go to the npc who would use the scroll on the Cursed Harness -1 to make the Hecatomb Harness +1.

    It's crafted so you could put materia on it, and it makes bosses highly sought after making fighting a boss over again.
    (0)

  2. #42
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shougun View Post
    Crafting shouldn't be a requirement for dungeon items (No dungeon armor/weapons come from crafts instead of chests - at least the main ones (minor things like cosmetic, potions, and other little trinkets could be fun, house upgrades / stuffing a creature and putting him in your FC hall).

    It is a bad idea, as not only are you taking the gatherers job you are also taking away a method of gearing up entirely.
    This would be in addition to standard drops. I am not "taking anything away", you would still get wearable drops from the dungeon. There would just also be drops that require more use put into them. Also, this doesn't take away the gatherer's job either. Just like the current synths we have, some drops would need to be dropped (In this case, dropped from a dungeon boss or NM, correlating with existing synth's leather and meat and other such drops), while others would need to be gathered from high grade nodes (I believe I mentioned in the first post that it would require dungeon drops, U/U gathered mats, and be a high level recipe, thus requiring mastery of ALL elements).

    Quote Originally Posted by IBloodmoon View Post
    Not really the same since the mats would need to be U/U or anybody able to craft the item could just buy end game gear then.

    Anyway, I think that either being able to make the item for free after you collect the mats, have the possibility of HQ'ing the item, and if its meldable, you would have the chance to double/triple meld the item and non-crafters would only be able to get a single meld. Personally, I think that is a huge advantage for leveling a craft to 50. Non-crafters will probably think it's too much of an advantage and you will probably say its not enough. If so let's shake hands and agree to disagree.
    All the materials WOULD be U/U, that's a requirement for this to work. The idea isn't to simply give crafters a leg up, but to reward players who are skilled at all three types of disciplines. Players would not only need to be capable of crafting it, but also of clearing the dungeon, and gathering the materials.

    I still think it's unsufficient. As I said before, I see it as the equivalent of just allowing players to pay an NPC for darklight or primal gear. If you want the gear, you should put forth the effort.
    (1)

  3. #43
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Moving the better crafting gear away from gathering professions lowers their priority to "leveling crafters".

    Unless very minimal, like "1" material from the dungeon and then the rest are all hard to get gathered items for the same recipe.
    (0)
    Last edited by Shougun; 10-25-2012 at 12:54 AM.

  4. #44
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shougun View Post
    Moving the better crafting gear away from gathering professions lowers their priority to "leveling crafters".

    Unless very minimal, like "1" material from the dungeon and then the rest are all hard to get gathered items for the same recipe.
    That would likely be the case if it were implemented, sort of like how the old versions of these (The drops from the old HNMs were much like this, except none of the items were U/U) had ONE item drop that you then had to refine with other items into a finished product. Also, like those items, they'd be intended for a level 50 to craft, so in either case gathering would still be instrumental in the actual leveling of the class, as well as all the things they're currently used for (SB gear, gear used before having done endgame, making relic base items, getting GC seals, many other things I've likely forgotten...)
    (0)

  5. #45
    Player
    Chinook's Avatar
    Join Date
    Mar 2011
    Posts
    450
    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I'm all for dungeons and NM's dropping materials instead of completed gear for many good reasons, but it wasn't a very popular idea around here iirc.
    (0)

  6. #46
    Player
    Valhol's Avatar
    Join Date
    Dec 2011
    Posts
    55
    Character
    Ver Her
    World
    Sargatanas
    Main Class
    Weaver Lv 94
    Making a lot of this great gear craftable with gathered materials will encourage gil buying, inflation, and imbalance. I agree with abjuration system simply because it stops gold farmers from getting big money items to sell, assuming they don't make it easy enough to make plus one cursed pieces for them to sell.
    (0)

  7. #47
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Valhol View Post
    Making a lot of this great gear craftable with gathered materials will encourage gil buying, inflation, and imbalance. I agree with abjuration system simply because it stops gold farmers from getting big money items to sell, assuming they don't make it easy enough to make plus one cursed pieces for them to sell.
    Then what is the point of gatherers? Useless job to level up?
    (1)

  8. #48
    Player
    Zephir's Avatar
    Join Date
    May 2011
    Posts
    156
    Character
    Nyan Lmeowin
    World
    Sargatanas
    Main Class
    Dragoon Lv 60
    Dropped+quest related....delete crafted gear^^

    Only my opinion.

    BTW weapon damaging is very very lame (not ok with armor damage but i can understand it)
    (0)

  9. #49
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Zephir View Post
    Dropped+quest related....delete crafted gear^^

    Only my opinion.

    BTW weapon damaging is very very lame (not ok with armor damage but i can understand it)
    Armor and weapon damage is a gil sink - its trying to prevent inflation since all non player sourced gil in the game is created rather then traded.

    It is annoying sometimes - but it is tolerable, at least it is consistent :P

    (also when you die you lose 10% durability, this is the punishment for dying)
    (0)

  10. #50
    Player
    Zephir's Avatar
    Join Date
    May 2011
    Posts
    156
    Character
    Nyan Lmeowin
    World
    Sargatanas
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Shougun View Post
    Armor and weapon damage is a gil sink - its trying to prevent inflation since all non player sourced gil in the game is created rather then traded.

    It is annoying sometimes - but it is tolerable, at least it is consistent :P

    (also when you die you lose 10% durability, this is the punishment for dying)
    I know this but...

    When you receive hit you damage your armor....i'm ok with this..

    But weapon damage is everytime too fast and punitive...


    At least pop complete repair NPC everywhere in the world (like in GW2) if gilsink is the reason to have gear damage.
    (0)

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