Just been reading the other thread:
http://forum.square-enix.com/ffxiv/t...iritbinding-Ex
I completely agree there needs to be more ways to remove gear from the market but this is not it. I think this will cause more harm than good.
Just been reading the other thread:
http://forum.square-enix.com/ffxiv/t...iritbinding-Ex
I completely agree there needs to be more ways to remove gear from the market but this is not it. I think this will cause more harm than good.
Azzi Lionheart
I hear what you're saying, every other game has binding and in every other game crafting is pretty much useless. The 2 are not exactly married though. We can have binding and still have a loot system that doesn't destroy any need to craft. So long as we're not getting gear drops from every mob and quest we complete, we should be ok.![]()
You forget that the whole purpose of item binding is to remove said items from the economy, as uncontrolled resale creates market saturation, which definitely hurts crafting.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Crafters in 1.0: Create items for people to Spiritbond and turn into Materia.
Crafters in ARR: Create items for people to Spiritbond and turn into Materia.
It's the same thing. Crafters will still be making gil on their goods. What HELPED Crafters was the fact Materia had a RNG factor applied to slots when people materia'd them, so people had to buy MULTIPLES of the same item to try for a chance to get the right Materia, not even to mentioned the right Tier and the right Grade within the right Tier.
With the Materia system changing and things being easier to obtain, Crafters are going to actually be selling less, people won't need to buy vast quantities of the same item because obtaining that certain Materia will be easier and since Materia Grades are being changed to 1 value within the Tier, it makes it easier to get that Materia you're looking for.
Also with Materia being easier to meld (atleast doubles) people are no longer going to be blowing up the same numbers they did in 1.0, sure double meld won't be THAT great but more people will obtain them regularly.
I don't see how this will open up a new gold mine for Crafters to tap into.
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
This thread show how much of a bubble FFXI and FFXIV players have been living in. The debate about item binding has pretty much been resolved and accepted by the rest of the mmo community, and results have shown that it benefits crafters who no longer have to compete trying to sell gear that are obsolete with the saturation of dungeon gears into the market, which would naturally occur (and at a much faster rate with instance dungeons). The only other solution to item binding would be to make EVERY dungeon drop item untradeable. Whichever pill you pick, it's going to be bitter regardless.
Here's an article from 4 years ago that help explain how item binding came to be.
http://massively.joystiq.com/2008/06...-item-binding/
EDIT: Just thought of something though, item binding in FFXIV is going to occur only after you accumulate spirit bind points, meaning that dungeon gear saturation is still going to occur. Looks like SE took one step forward and one step back. ^^;;
Last edited by Eldryan; 02-10-2013 at 01:14 AM.
I am in total support of the change. +1
its not win win, it would make the whole point uselessNot a big fan of this change...it would overly complicate things that should be simple to do.
If this indeed implemented, ragardless of the negative feedback, would you look into the option to pay an NPC to deplete the spiritbond back to 0? This way if we want to give an item to a friend, or linkshell member we can do so without issue. This would also make it possible to sell/trade multi melded gear, and not be such a drastic change to the prior system in 1.0.
I ask for this simply because I've helped quite a bit of people in my XIV 1.0 days. I was one of the people that had no problems helping out a newbie, or helping gear someone. The system you plan on implementing could and would encourage crafting/gathering.....but if there's an npc to deplete the spiritbond as well, those who want to sell or trade their items or multi melded gear still could. It's a win win situation.
thread for it here too btw: http://forum.square-enix.com/ffxiv/t...iritbinding-Ex
That depends on if dungeon gear is tradable or not. If dungeon gear is EX it's pretty much equivalent to bind on pickup so it can't be traded.
Last edited by Pseudopsia; 02-10-2013 at 01:25 AM.
Kind of true...I don't like the idea of this at all. So I can't sell any of my old gear that I've used, all I can do is npc it? Here's a senario; I own and use a pair of double melded gauntlets, I want to try to make some triple melded gauntlets for an upgrade but I'm not going to attempt it on the ones I already use as if it fails I'm left with nothing. So I make some new gear and try for the triple meld over and over... A long time later, yipee! Finally triple melded the gauntlets. I now equip the triple melded ones as their better. But what do I do with the old ones??? Their pretty useless to me now, but I can't sell them as their spiritbonded to me. NPC? 15gil for double melded gauntlets, wtf?
Look at this scenario.
Double Melded Gauntlets (Already Spirit Bonded so EX - unsellable)
Then you can double meld another pair of Gauntlets (Not Spirt Bonded - sellable)
Now lets try and Tripple Meld the EX ones because if it blows up, at least we still have a spare.
...Cool success, now let's sell the spare...
Essentially the exact same scenario, except you have a pair to sell. I see nothing that has changed. Except you can't sell your old gear that has already been SB'd.
Removing the option to sell peoples old gear just reduces the amount of price gouging in the market. Among other things, it's a great addition to a new economy in FFXIV: ARR.
Last edited by Judge_Xero; 02-10-2013 at 01:51 AM.
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
Looks like a lot of people are looking at this the wrong way. Where as in many MMOs HQ items are linked to a character as soon as you equip it for the first time. In FF14 it won't link to your character until you build up spirit bond. On top of that FF14 crafting is much more casual than FF11 crafting and there will be a lot more crafters due to this and the larger amount of content. There's going to be balance, just wait.
Keep in mind that this game cannot be calibrated for any single player, and the medium is not you.
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