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Thread: Item Binding

  1. #151
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    This will be the first thing to notice about this 2.0 on release, "The oppression of Final Fantasy XIV".

    There is a substantial amount of loss from this idea. The amount of people that already hate this idea is just the beginning.
    Taking away freedom and choice to sell/share/trade used gear is appauling and will dramatically damage the launch of 2.0.
    There is too much to lose and nothing to gain. I don't believe that anyone asked for gear binding and yet hundreds and thousands of people will despise it to the point they wont see any point in playing this game. I was waiting for PS3 so I could play with even more of my friends and share equipment. I wished for a mail-box system and Auction house.
    I am a crafter and the same rules will apply, high quality items get put back into circulation or experimented on and normal quality gear is easy to scrap. There is already too much unique/untradable gear that is getting thrown out because it was not even capable of turning into materia. Selling to an npc is a joke and turning to materia should be a choice.

    Almost everyone does the math and considers downgrading and selling all there gear at one point for one very rare piece of gear that they waited one year to find an opportunity to buy.

    A better solution for a strong flow of crafting and use for all the synth recipes/drops then create a demand from NPC's as some part of a different award system. Because most crafted items were useless anyways and tons of gear is found just from playing so buying from crafters was not necessary. That is untill they can produce a double or triple meld.
    If leveling up to 50 wasn't so rediculously easy players may have taken pride in keeping HQ or multi melded low level gear, as well love to know they could share those low level pieces with a close friend. It's the whole point of an MMO.
    I said it in my first post, it is imperative.

    The problems with the first attempt to launch FFXIV were so obvious, character binding items is one of these obvious problems.
    (2)

  2. #152
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    Judge_Xero's Avatar
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    Quote Originally Posted by Fifty View Post
    This will be the first thing to notice about this 2.0 on release, "The oppression of Final Fantasy XIV".


    This is not an attack, but you raise some very good points.

    There is a substantial amount of loss from this idea. There is too much to lose and nothing to gain.

    - What is the loss?


    Taking away freedom and choice to sell/share/trade used gear is appauling and will dramatically damage the launch of 2.0.

    - How will it damage the launch of 2.0?

    I don't believe that anyone asked for gear binding and yet hundreds and thousands of people will despise it to the point they won’t see any point in playing this game.

    - Is there nothing appealing to the game other than the fact that 1.0 didn’t have gear binding on standard gear sets? Is there not another way to help friends other than sharing gear? (help craft/meld?)


    I am a crafter and the same rules will apply, high quality items get put back into circulation or experimented on and normal quality gear is easy to scrap.

    – This statement I’m not clear on. But the changes in 2.0 will allow you to sell more HQ gear, as they will be removed from circulation once SB’d.

    Because most crafted items were useless anyways and tons of gear is found just from playing so buying from crafters was not necessary. That is untill they can produce a double or triple meld.

    - You are correct, to a point that is how it was. Since we know nothing about how the new leveling mechanics, and options to acquire gear will be, do you think that SB Gear Binding could create that need, to purchase low level gear from crafters? (larger markets will make it worthwhile for crafters) As Yoshi said, leveling will not be as fast in 2.0 so would it make the gear more useful?

    If leveling up to 50 wasn't so rediculously easy players may have taken pride in keeping HQ or multi melded low level gear, as well love to know they could share those low level pieces with a close friend.

    - As we know, leveling was fairly quick in Version 1. We’ve had statements that leveling will not be as quick in 2.0. The adjustments to crafting and being able to HQ gear were changed to allow for skill based success over luck based. – With these changes do you think it would be worthwhile to HQ low level gear, and would it be easier to re-create that low level gear for a friend?


    Although many agree that the SB Gear Binding is an inconvenience. Do you feel it is worth it, to create an efficiently stable economy for many players enjoyment?
    --------------------------------------------------
    Not sure if anyone else will find the humour in this, but some make it sound like we're playing the Pokemon Trading Card Game, and there's a new "no trading rule"
    (1)
    Last edited by Judge_Xero; 02-12-2013 at 10:08 AM.
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  3. #153
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    Seraphe's Avatar
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    Quote Originally Posted by Seraphe View Post
    So since this has been announced I thought about this.. Still not sure if I like it or not.
    A few pages back I could not decide whether I like this or not. I have made up my mind now. I do not like this system for a few reasons.

    While this kind of system is preferred by most MMOs you should also notice that the most MMOs go Free to Play these days. Sure it isn't just because they have item binding but I guess it's the little things that restrict the player and therefore the gaming experience once they add up. I've played TERA the last few days, it was generally fun for a short time but one thing made me wonder.. "why are there so many ex items?". Now I've played TERA since the 3rd and thought that this was just their weird way. Then on the 9th this thread popped and I tried to argue with myself that this can be a good system. I couldn't win that argument though. It annoyed the hell out of me in TERA.

    I remembered when playing XIV 1.0 that I wasn't able to sell and trade used gear. I could live with the fact that I couldn't sell damaged gear but no trading seemed awkward to me and annoyed me a little. Now you're talking about taking away that aspect of social interaction completely. Wouldn't it be better to come up with a more original idea letting gear disappear?

    The materia system was a good way to kill off gear, especially when the item only costs like 10.000 Gil and you're getting a Grade IV materia. I'd take that gamble at any time. If you think that is not enough you should come up with another idea.
    Many have mentioned trading in the gear for GC points for example. Also many people seem to like the "dismantle item" feature.

    I respect your opinions for "pro item binding", everyone but I have a feeling that this will not be a feature but a restriction to my gameplay experience, and I know many feel that way as well. I didn't want to post until I tested it in the Beta but I think TERA and FFXIV 1.0 (gear dmg -> no trading) helped me to decide on this matter.
    (3)
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  4. #154
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    Quote Originally Posted by Seraphe View Post
    A few pages back I could not decide whether I like this or not. I have made up my mind now. I do not like this system for a few reasons.
    Sure it isn't just because they have item binding but I guess it's the little things that restrict the player and therefore the gaming experience once they add up.

    I've played TERA since the 3rd and thought that this was just their weird way. Then on the 9th this thread popped and I tried to argue with myself that this can be a good system.
    I couldn't win that argument though. It annoyed the hell out of me in TERA.
    Now you're talking about taking away that aspect of social interaction completely. Wouldn't it be better to come up with a more original idea than letting gear disappear?
    The materia system was a good way to kill off gear, especially when the item only costs like 10.000 Gil and you're getting a Grade IV materia. I'd take that gamble at any time.
    Many have mentioned trading in the gear for GC points for example. Also many people seem to like the "dismantle item" feature.
    I respect your opinions for "pro item binding", everyone but I have a feeling that this will not be a feature but a restriction to my gameplay experience...
    From you playing Tera for the last 8 days. What were the biggest annoyances of not being able to Sell/Trade your bound gear? Was all gear bound, or just the ones equipped?
    I can see your concern for the social interaction dissapearing, due to not being able to trade SB'd gear. Would you agree that there is greater or equal social interaction through crafting and trading new gear?
    Does Tera have a similar type of crafting system as FFXIV?
    The trade for GC points is a great idea. I suppose it would have to be under the condition that it's 100% SB'd, to prevent people from stocking up on GC seals by craft spamming.
    It would have to be a reasonable amount too. Lvl 50 GC gear was worth 4-6k seals. So a normal piece of gear could be worth 100? If it could detect Materia by Tier, maybe 1k seals for a T4 Double Meld?
    I think the dismantle feature would be the same as just being able to sell the gear. You could just re-craft them and sell the gear. Nothing was removed from circulation, except maybe shards.
    (0)
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  5. #155
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    Hey there, thanks for the response.

    Quote Originally Posted by Judge_Xero View Post
    From you playing Tera for the last 8 days. What were the biggest annoyances of not being able to Sell/Trade your bound gear? Was all gear bound, or just the ones equipped?
    What annoyed me the most in TERA was that I couldn't make money of all my gathered gear, which, as a new player, seemed off to me as I was investing all my money into crafting and felt like I could have done way better if I would be able to sell the stuff I found. I can't say how it'll be in the later levels but as a new player that really annoyed me.

    As far as I remember only the items I equipped were bound to me, but I rarely found gear that wasn't for my class. So I was in a ongoing progress of updating my gear, binding every single piece to me.

    Quote Originally Posted by Judge_Xero View Post
    I can see your concern for the social interaction dissapearing, due to not being able to trade SB'd gear. Would you agree that there is greater or equal social interaction through crafting and trading new gear?
    Yes, there certainly is a level of social interaction in creating new gear. It seems, in theory, that the level of social interaction is equal or higher but I think it is not as high as with traded gear. First off, as a crafter I wouldn't carry all the materials to make new gear with me for the rather "unprepared" people in front of a dungeon. Secondly, you will lose that level of trust two players had when exchanging/lending gear to each others. Lastly I'd still have the possibility to create gear for friends/strangers so that will just add up to the trading experience.

    Quote Originally Posted by Judge_Xero View Post
    Does Tera have a similar type of crafting system as FFXIV?
    No, it feels completely different. Instead of "crystals/shards" you use refinement sheets or something like that. But after selecting what you would like to craft it's just
    wait till it's done. Also, you could just queue up items and go drink a tea. When you were back you had 30 new robes in your inventory.

    Quote Originally Posted by Judge_Xero View Post
    The trade for GC points is a great idea. I suppose it would have to be under the condition that it's 100% SB'd, to prevent people from stocking up on GC seals by craft spamming. It would have to be a reasonable amount too. Lvl 50 GC gear was worth 4-6k seals. So a normal piece of gear could be worth 100? If it could detect Materia by Tier, maybe 1k seals for a T4 Double Meld?
    I agree there should be a restriction. I also like your suggestion with the detection of higher tier materia. That would make it easier (for me at least) to spend old gear on GC points instead of selling it.

    Quote Originally Posted by Judge_Xero View Post
    think the dismantle feature would be the same as just being able to sell the gear. You could just re-craft them and sell the gear. Nothing was removed from circulation, except maybe shards.
    My idea for dismantling is that there's only a certain chance (I'd imagine 20~25%) that you get all the items out of the weapon/armor. Edit: I wanted to add, that I think that you should be able to either trade the dismantled parts of the weapon in for GC points or you could get something completely different out of the weapon. Something like a "HQ chance increased by 1~2%" item which you could add to any recipe that has a HQ version?
    (0)
    Last edited by Seraphe; 02-12-2013 at 11:09 PM.
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  6. #156
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    I have posted a question on this topic: http://forum.square-enix.com/ffxiv/t...l=1#post960032
    (0)

  7. #157
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    Quote Originally Posted by Seraphe View Post
    Hey there, thanks for the response.
    Thank you for the reply

    What annoyed me the most in TERA was that I couldn't make money of all my gathered gear, which, as a new player, seemed off to me as I was investing all my money into crafting and felt like I could have done way better if I would be able to sell the stuff I found. I can't say how it'll be in the later levels but as a new player that really annoyed me.
    So with FFXIV ARR if they plan to make the gear Bound on SB, and not Bound on Equip, then it's possible that you might not be effected by this? Like you, I always equip new gear I've found to compare stats. I hope there is also the option to test them out on training dummies, to compare damage/healing, DOTS etc. That way no EXP to Spirit Bond is accumulated, so that we'll have a chance to sell/trade the gear if it proves not useful. I imagine there will be a lot of low level gear as a reward from quests, so that would be great to have any unused pieces put on the market.

    Yes, there certainly is a level of social interaction in creating new gear. It seems, in theory, that the level of social interaction is equal or higher but I think it is not as high as with traded gear. First off, as a crafter I wouldn't carry all the materials to make new gear with me for the rather "unprepared" people in front of a dungeon. Secondly, you will lose that level of trust two players had when exchanging/lending gear to each others. Lastly I'd still have the possibility to create gear for friends/strangers so that will just add up to the trading experience.
    You used a very good example here, as being in the field there you probably wont have the required mats to craft gear for an unprepared friend/stranger. How much is this a deal breaker, since in running the dungeon although unprepared, would a party member be appreciative to receive a chest drop? With SE moving away from the random number generator, what is the likelyhood that you could assist in that member getting replacement gear as a drop?

    My idea for dismantling is that there's only a certain chance (I'd imagine 20~25%) that you get all the items out of the weapon/armor. Edit: I wanted to add, as a gatherer I think that you should be able to either trade the dismantled parts of the weapon in for GC points or you could get something completely different out of the weapon. Something like a "HQ chance increased by 1~2%" item which you could add to any recipe that has a HQ version?
    That's a good idea to not have Dismantling as 100% to get all mats back. It's always good to have options. If I remember correctly, when you meld a piece of materia to gear, it resets the Spirit Bond level back to 0%. So would you be happy to purchase some low level materia with 100% chance to meld a single piece, in order to sell your used gear on the market? Does this create a use for low level materia?

    I understand not everyone wants to level a craft in order to meld materia. If it's similar to Version 1, where you required a high enough level and the right craft, in order to meld materia, then that would be an annoyance. Now there was the option to "request" a meld similar to requesting "repairs". If a meld on gear also set the durability back to 100%, so it could be placed on the market, is that reasonable? Or should the gear also need to be repaired as well as melded? Does this add to the importance of crafters?
    (0)
    Last edited by Judge_Xero; 02-12-2013 at 11:37 PM.
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  8. #158
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    How will this work with people using mules and stuff? or will we have a limitless number of retainers / storage options.

    I tend to like to keep certain pieces of gear even if I out grow them just for the future possibility that they may become usefull on a new job they implement.
    (1)

  9. #159
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    Quote Originally Posted by Pseudopsia View Post
    I have posted a question on this topic: http://forum.square-enix.com/ffxiv/t...l=1#post960032
    You wrote "spirit binding" instead of "gear binding". Good question though, hope they'll explain the system and their intentions behind it.
    (0)

  10. #160
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    Quote Originally Posted by Taika View Post
    You wrote "spirit binding" instead of "gear binding". Good question though, hope they'll explain the system and their intentions behind it.
    I updated it with spirit/gear binding. I didn't want it confused with EX system, which I consider gear binding as well.

    Now Matsume needs to update his duplicate question thread because he thinks it's a duplicate question.
    (0)

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