How is what you proposed any different from gear swapping?
1. Doesn't create the visual effect of swapping gear mid battle.
1(b). Makes sense within the canon of the game.
2. Separating the stats from the gear allows gear choices to be aesthetic, improving character customization.
3. Solves the problem of inventory space.
4. As I explained if you read further, this system can be expanded on GREATLY to make it a deeper and more complex system, whereas the current system is severely limited.
But I'll say again, I intentionally made my initial suggestion as similar to gear swapping as possible, just demonstrate that I COULD give you the exact same system minus the things that people don't like about it.
Your "expanding it to make it better" would work exactly the same if it was applied to equipment; concreting the statement that it's exactly the same thing.
Not really. I mean, you could as a matter of principle make them identical, but there's simply no reason to. If I use 1000 slots for a grid rather than 16, you're going to have a hard time creating 1000 types of gear. And if I embellish the system with further rules, you're going to have an even more difficult time relating those mechanics to gearswapping. And even if you do, all you're accomplishing is to spit in the face of the people who don't like gearswapping.
You have very good ideas, monsters changing what they're trying to do so that you have to adapt is a very, very awesome concept.
Thank you for saying so.
But pretending that doing so with a new set of "gear" instead of with traditional "equipment" solves "gear swapping" is silly.
Well again, this was just an example built within the framework of FFXI. Most people's problem with gearswapping is not the gameplay element of having to attain several items and change them midcombat to maximize performance. Some people say that, yes. It was primarily a side effect in FFXI of a poorly designed game. People were bored in battle so they found the time to macro in gear, and they had already attained the 16 best pieces of gear they could within reason, so they did what they could to make things more interesting. In that sense, even a system -like- gearswapping could go completely unmissed in lieu of a game that was more reliant on player skill and strategy.
But most people just don't want to blink armor in and out of battle, or fill up their inventory space with gear, or perhaps are simply discontent with the fundamental practice in FFXI of camping and grinding for those pieces that have ****** drop rates. And honestly, the argument that they think it's more strategic to have to choose a single piece of equipment is probably just an attempt to come up with more reasons why they don't like gearswapping.
You honestly think realism plays a big enough part to say "we can't allow characters to change gear mid-battle, that's ridiculous!?" when we cast magic spells against dragons and walking onions?
It's not about realism. It's about canon. Star Wars is not realistic, and that's fine. But if the Power Rangers were to guest star in the last movie, a lot of fans would be rightly ******* And people will be ****** if Master Chief makes his way into FFXIV. And people won't like it if you can just magically change your clothes mid combat with no explanation whatsoever. Particularly from the company that BROUGHT us dress spheres.
Realistic or not, even a fictional world has rules. When those rules are completely cast aside without any sensible reason, it breaks the suspension of disbelief (which is what allows us to enjoy fiction in the first place). This is generally acceptable when it's necessary, and frequently it is in video games, but this is not one of those instances.
If you still don't understand why this is such a big deal to so many people, I suggest you do some reading up on the principles of canon and suspension of disbelief. It might give you some insight into why it's a bigger deal for many people than it seems to be for you.