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  1. #1
    Player

    Join Date
    Sep 2011
    Posts
    104

    Please no items binding to players....

    There is absolutely no need for this. I hear people saying that it will keep the crafters going but that is what the materia system is for. With the materia system people will still constantly be blowing through gear to try and get materia, so there will always be a need for crafters.

    Making it to where you cannot sell your used gear is just plain retarded. I really hope SE changes it because in my opinion there is no point. Crafting was very essential in 1.0 and it would be the same in 2.0 without this stupid binding feature. If anything this will make the market or AH pretty lame imho.
    (39)

  2. #2
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    I don't see why it's a big deal. All the worthwhile gear is going to be from dungeons...so crafters will just make stuff for houses.
    (21)

  3. #3
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by KiriA500 View Post
    I don't see why it's a big deal. All the worthwhile gear is going to be from dungeons...so crafters will just make stuff for houses.
    Or if they carry on like they have done, the best gear will be for the richer people to meld all their gear (depending on exactly how they change the materia system) and dungeon gear will just be a step up to the melded gear.
    (7)

  4. #4
    Player
    Kryptic's Avatar
    Join Date
    Jul 2011
    Posts
    36
    Character
    Vanquish Rainemard
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by KiriA500 View Post
    I don't see why it's a big deal. All the worthwhile gear is going to be from dungeons...so crafters will just make stuff for houses.
    That is the worst idea, not everyone cares about decorating their house and we don't even know if that will be a feature. They need to find a good balance between crafted gear which was good and dungeon gear. Or/and have the dungeon gear up gradable through crafting allowing for more customization and player to player interaction.
    (1)

  5. #5
    Player
    Nix's Avatar
    Join Date
    Apr 2011
    Location
    In a blanket fort♪
    Posts
    2,163
    Character
    Fluffy Pancake
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kryptic View Post
    That is the worst idea, not everyone cares about decorating their house and we don't even know if that will be a feature. They need to find a good balance between crafted gear which was good and dungeon gear. Or/and have the dungeon gear up gradable through crafting allowing for more customization and player to player interaction.
    The way I see it is that some melded gear could surpass certain dungeon drops, so in my eyes crafted items came out ahead of dungeon drops.

    Dungeon drops = get something good for a bit of work, this is something that most characters can obtain.

    Materia melded items = Grind, grind, grind! If the % chances are going to be a bit more forgiving for things like double-melds you'll see a lot more people with that, but then pushing the melds further if they're still allowing like 4x materia, this is where the system will shine. Keep those high tier melds elusive so you really have to work for it.
    Whether you're paying out of pocket to buy the materia and the items, or crafting your items and spiritbonding up some materia, you're guaranteed to have to put in some time into perfecting those pieces that will surpass certain dungeon drops.

    Now there's 2 paths to play: You could take 'the easy way' and gear solely on dungeon drops (Hello token system!), this would suit casual players who don't have hours and hours and hours right off the bat to devote to craft-slaving, or people that do not wish to risk a lot of gear and materials.

    Or, you could go the materia route and try to push your stats as far as you can.

    Now when I mention dungeon drops, that doesn't include items like the white ravens. I believe certain drops should be hard to get and not be surpassed by something that is crafted.

    Edit: I like the idea of upgradeable dungeon gear, though I'd hate it if they made it so you could place materia in it and then lose it... would suck for people to constantly 'need' higher end drops because they blew up their 4th darklight body or something lol
    (0)

    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  6. #6
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    They did this with NM drops in 11.

    Remember the droprate?

    yeah, that's because over many years, if the droprate is good, the price goes down to worthless.

    They later then changed the items to rare/ex to prevent the bottoming out of prices on non-rare/ex items.

    If you want 2% droprates on NM's and bosses, by all means, let everything be tradeable. Otherwise, think before you type.
    (28)

  7. #7
    Player
    Bita's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    72
    Character
    J'bita Saiga
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by DoctorMog View Post
    They did this with NM drops in 11.

    Remember the droprate?

    yeah, that's because over many years, if the droprate is good, the price goes down to worthless.

    They later then changed the items to rare/ex to prevent the bottoming out of prices on non-rare/ex items.

    If you want 2% droprates on NM's and bosses, by all means, let everything be tradeable. Otherwise, think before you type.
    Making rare items easy to get makes them not so rare. Whats the point of having easy drops for everyone? just go play another mainstream mmo for that.
    (9)

  8. #8
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Bita View Post
    Making rare items easy to get makes them not so rare. Whats the point of having easy drops for everyone? just go play another mainstream mmo for that.
    I would prefer challenging content that only a handful of people are capable of, over a grind fest to get the piece of gear to drop 1% of the time.
    (8)

  9. #9
    Player
    Bita's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    72
    Character
    J'bita Saiga
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Altena View Post
    I would prefer challenging content that only a handful of people are capable of, over a grind fest to get the piece of gear to drop 1% of the time.
    challenging content plus rare drop rates is part of what made xi so good. I think there should be a good mix of trade-able and non trade-able items.
    (5)

  10. #10
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Quote Originally Posted by Bita View Post
    Making rare items easy to get makes them not so rare. Whats the point of having easy drops for everyone? just go play another mainstream mmo for that.
    Because droprate should be good,
    Fights should be challenging.

    Both problems solved.

    Well, for good items anyway.
    Mediocre items can come from easier nms.
    (6)

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