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  1. #41
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Here is an Idea thats a bit of a Middle ground between the two extremes people are supporting.


    If The item says its "Optimal Used" by like say "Disciples of Land Rank 25" Then only Miners, Botanists and Fisherman over rank 25 can wear it, But they can wear it on ANY class. They already have the requirement They have a DOL at 25, it doesn't have to be active for them to wear it.

    If the item says its "Requires" Then the item can only be worn by a Disciple of the Land Rank 25 or higher. So they have to be on say Fisherman rank 25 to wear it.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  2. #42
    Player

    Join Date
    Apr 2011
    Posts
    116
    Meh, I think gear should be mostly aesthetic in purpose with the exception of the "invisible" gears, or the ones that are not displayed on the character model. I also REALLY dislike the idea of raid and NM gears that don't require being parts of the manufacturing process because it breeds noninteractivity. Tiered-armor sets ESPECIALLY should never see the light of day in FFXIV
    (0)

  3. #43
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    Join Date
    Mar 2011
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    1,387
    Quote Originally Posted by Jinko View Post
    Ahh yes but optimal use could easily be changed to required class/rank and there would be little difference, besides the fact that people would have to stop being lazy and wear what they were meant to.

    I duno what Tanaka was thinking when he came up with mix and match mash up.
    It's called realism. Anyone can wear anything but not everyone has the skill to wield everything skillfully.
    (1)

  4. #44
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Augury View Post
    Meh, I think gear should be mostly aesthetic in purpose with the exception of the "invisible" gears, or the ones that are not displayed on the character model. I also REALLY dislike the idea of raid and NM gears that don't require being parts of the manufacturing process because it breeds noninteractivity. Tiered-armor sets ESPECIALLY should never see the light of day in FFXIV
    Saying that gear drops causes players to not be social is incredibly incorrect. FFXI was all about gear drops and people were more social in that game than 14 has ever been. Also, gear has always played a big role in almost every RPG. Demon's Souls? If you don't have the right gear, you'll die (faster). FF games? If you don't have the right elemental resistances, you'll get 1 shotted. Man even in FPS, if you don't have the right grenade at the right time or the right gun at the right time, you'll get owned hardcore. For gear to be essentially useless is more unrealistic than having a knight in full plate able to jump 10ft in the air.
    (0)
    Healer strike is ridiculously foolish and accomplishes nothing

  5. #45
    Player
    Akira's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    400
    Character
    Akira Torytomi
    World
    Balmung
    Main Class
    Reaper Lv 90
    i agree being able to wear gear on any job any rank is more real, and atm with stats not working we dont know how much the scaling down will effect us. yes AF relic etc gear should be restricted but crafted gear should not.
    (0)
    i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra

  6. #46
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    Join Date
    Mar 2011
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    1,387
    Quote Originally Posted by Dubont View Post
    Saying that gear drops causes players to not be social is incredibly incorrect. FFXI was all about gear drops and people were more social in that game than 14 has ever been. Also, gear has always played a big role in almost every RPG. Demon's Souls? If you don't have the right gear, you'll die (faster). FF games? If you don't have the right elemental resistances, you'll get 1 shotted. Man even in FPS, if you don't have the right grenade at the right time or the right gun at the right time, you'll get owned hardcore. For gear to be essentially useless is more unrealistic than having a knight in full plate able to jump 10ft in the air.
    First of all, I find FFXIV more social than FFXI so i totally beg to differ with you.

    Secondly, I don't think anyone is suggesting that gear should mean nothing. If anything, Im suggesting that stats should make more impact so that people will be discouraged from using lvl-inappropriate gear. At the moment, stats mean nothing so even though gear gets nerfed if you aren't the correct level, players dont feel punished because they cannot sense the punishment which is inflicted upon them.

    Flat out restrictions are just annoying.
    (0)

  7. #47
    Player

    Join Date
    Apr 2011
    Posts
    116
    Quote Originally Posted by Dubont View Post
    Saying that gear drops causes players to not be social is incredibly incorrect. FFXI was all about gear drops and people were more social in that game than 14 has ever been. Also, gear has always played a big role in almost every RPG. Demon's Souls? If you don't have the right gear, you'll die (faster). FF games? If you don't have the right elemental resistances, you'll get 1 shotted. Man even in FPS, if you don't have the right grenade at the right time or the right gun at the right time, you'll get owned hardcore. For gear to be essentially useless is more unrealistic than having a knight in full plate able to jump 10ft in the air.
    The causation of XIV's lack of interaction has nothing to do with it's production based play. Having gear play a major role has become a design crutch and flaw of most modern RPGs. Take Ragnarok especially, with gear importance very similar to XI. In RO, only the largest guilds with the most resources are able to farm out the higher level dungeons, and only the highest level gear sells for high prices, perpetuating the concept that large guilds have to rule the game without exception because raid gear is what is important. This is also true of WoW, and consequently most other MMORPGs, and it doesn't permit real interactivity with smaller groups and the player market.

    Ontop of that, let's be honest, we want to distinguish our characters, so why should most be gear be much more than aesthetics anyways? I'm not saying all gear shouldn't produce bonuses, but the simplest way to balance gear is to give different weight classes different absorption rates, trading element absorption for defense (or vise versa).
    (0)

  8. #48
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Augury View Post
    The causation of XIV's lack of interaction has nothing to do with it's production based play. Having gear play a major role has become a design crutch and flaw of most modern RPGs. Take Ragnarok especially, with gear importance very similar to XI. In RO, only the largest guilds with the most resources are able to farm out the higher level dungeons, and only the highest level gear sells for high prices, perpetuating the concept that large guilds have to rule the game without exception because raid gear is what is important. This is also true of WoW, and consequently most other MMORPGs, and it doesn't permit real interactivity with smaller groups and the player market.

    Ontop of that, let's be honest, we want to distinguish our characters, so why should most be gear be much more than aesthetics anyways? I'm not saying all gear shouldn't produce bonuses, but the simplest way to balance gear is to give different weight classes different absorption rates, trading element absorption for defense (or vise versa).
    Honestly, I don't know how long you played other MMOs, but every MMO revolves around gear and every MMO has had a very large social environment. 14 does not. 14 is also the only MMO that relies this heavily on crafting and doesn't put any emphasis on ANYTHING regarding other players other than "I have this item that I found. Make it into this item for 200k." At least in 11, you could get gear off of higher level mobs that COULDN'T be bought from some price gauging low life. 14's downfall is that it has too many differences when it comes to every other MMO. The lack of limitations is one of these downfalls. A game without rules is a boring game.
    (2)
    Healer strike is ridiculously foolish and accomplishes nothing

  9. #49
    Player
    Mugiwara's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Caius Illiyunn
    World
    Malboro
    Main Class
    Astrologian Lv 70
    I agree with Dubont, and you other guys sound kind of like narcissist in you arguments to be honest.
    (0)

  10. #50
    Player
    Nephera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    http://gamersblock.net/gamefluid/wp-...-Takahashi.jpg

    The armor is the way it is because so we look like adventurers rather than specific classes and adventurers have different tastes in what is appropriate equipment for their journeys.

    at least thats what i think, but hey there's a thm wearing an acton.

    Tldr: its so the player can wear what he wants.
    (0)

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