Forum Settings
       
This Forum is Read Only

Where's all the gear?Follow

#1 Apr 27 2011 at 10:36 PM Rating: Good
Avatar
**
289 posts
One of the huge selling points of FFXIV for me back in September was the mammoth amount of work that went into all aspects of the costume design, from textures themselves to the different materials those textures were being applied to. What had me especially excited was the promise of most recipes having multiple final looks depending on certain components used in synthesis, like a gold brooch versus iron, silver-thread inlay for some items, and other decorative options.

I logged in today and browsed the new-and-improved Market Wards, and spent some of my early-investor fortune from the wild first weeks on getting the equipment I found to best suit my character. I can't say I'm not moderately happy with the result:

http://imgur.com/R2c9Q

However, I was mildly shocked by the utter lack of any of the features that have clearly been included in the game code but have not been implemented for the player-base. NPCs are wandering around (and especially hanging out in the guild halls) with some of the most fascinating gear that clearly takes advantage of the mix-and-match component aspect I mentioned earlier. However, even the highest-level gear available through crafting appears to be the mix-and-match results of only a small handful of the lowest-level gear. I thought the point was to allow for unprecedented customization for each 'tier' of gear, rather than to use each variant as a tier in and of itself.

I'm aware I'm in an enormously small minority, the 'people who play ffxiv for the clothing'. Still, with the framework in place, why wasn't a larger portion of the gear at least in the game as syntheses? Any enlightenment to offer?
____________________________
Alemina
47WHM/23BLM Alchemy 69.1 Clothcraft 49.4 (dated)
11 Pugalism/10 Alchemy/9 Tanning/9 Jewelcrafting/8 Mining (dated)
#2 Apr 27 2011 at 11:23 PM Rating: Good
Scholar
*
63 posts
I can't really offer too much that you wouldn't have figured out already. There are many things in the game code that haven't been implemented yet. Some of it is content for when the level cap is raised above 50. There are apparently skills and stuff for levels 50-99 already in the game, and there's code for additional jobs, airships, and areas that haven't been opened yet. And there's also a perception that many things weren't implemented because the game was kind of rushed out the door.

Similarly, the official FFXIV website talks about Disciples of the Land having a role in battles, and lists abilities that don't exist in the game. For example, Pugs are supposed to have different battle stances, are supposed to be able to "steal" items from mobs, and are supposed to be able to "shoulder tackle." But I'm not sure whether those are just things that haven't been implemented yet, or have been cut out of the game entirely.

Most of the dev team's current focus appears to be on changing the battle system and adding content. But they're also adding new gear and tools. (Nighthawk Visor, for example.) I'd expect more to come in the future.

For what it's worth, your character looks great! :)
#3 Apr 28 2011 at 12:22 AM Rating: Excellent
Scholar
***
1,948 posts
AleminaofBismarck wrote:
One of the huge selling points of FFXIV for me back in September was the mammoth amount of work that went into all aspects of the costume design, from textures themselves to the different materials those textures were being applied to. What had me especially excited was the promise of most recipes having multiple final looks depending on certain components used in synthesis, like a gold brooch versus iron, silver-thread inlay for some items, and other decorative options.


Probably a misunderstanding, what they meant is that all these tiny pieces of decoration and variants in each of the clothes/gears are realistic variants themselves. Example if a recipe for a robe uses a silver breastpin, the final product clearly shows a breastpin made of silver, the higher tier of the robe also uses a higher tier of the breastpin which is Nephrite and that does show in the appearance. It's unlike the other MMORPG where all you use is a piece of cloth and magically make a robe that has multiple jewellery decoration. By customisation, they meant that it's easier for the devs to come up with new "model" by using different "material" bases and add in various decorative pieces (eg. a crow feather can be put into the hat model, or a plumed crook model, they don't have to start from scratch). It was supposed to serve a part in recipe guessing as well, where you would have a crafter look at a model from NPC and can determine what key component of making that model is. Most likely they don't mean that you can put on the decoration by yourself to create a completely new item.
____________________________




#4 Apr 28 2011 at 1:13 AM Rating: Good
Scholar
Avatar
***
1,449 posts
I think that at time of release the only real difference between similar pieces would be the colour between a model and another, just like you can have a red, black, green .. Hauby.

I would also like to bring to your atention a post on official forums from not that long ago which in my opinion will turn the Eorzea world market upside down:

Naoki Yoshida's post on Loadstone Forum. (12/04/11)

Quote:
Hello everyone, this is Yoshi-P!

This is the first post on fixes to the game economy that the crafting and gathering teams are working on under the leadership of Komoto. Sorry it’s taken so long to post, and thank you all for the great feedback!
In regards to crafting, there have been a number of discussions in a number of threads, but before I actually reply to any of those individually, I’d like to first give you a summary of the current crafting system and the direction we’re taking it.
---------------------------------------------------------------------------------


Among all synthesis-related fixes, our top priority is revamping existing recipes. We currently see the following problems bogging down crafters:
•Too many recipes requiring too many materials
•Unbalanced rank requirements for obtaining materials and crafting items

We’re making considerable changes, all aimed at bolstering the role of Disciples of the Hand in Eorzea’s economy. Once the revised recipes are worked out, I’ll be sure to post in this thread again.
---------------------------------------------------------------------------------


We also plan to introduce the below adjustments to the Discipline of the Hand “character arc,” together with the recipe changes mentioned above:
•Ease of solo crafting activities up to rank 20
•More focused crafting and economic activity from rank 20 on

To start, we’ll be making progression to rank 20 for Disciples of the Hand and Land relatively easier. Beyond rank 20, we’ll have crafters participating in the market, and playing a more active role in the in-game economy.
---------------------------------------------------------------------------------


We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:
•Create a characteristic uniqueness for Disciples of the Hand
•Allow Disciples of the Hand to craft items in high demand

For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, we’ll be balancing Discipline of War and Magic classes at the same time.)
---------------------------------------------------------------------------------


I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the game’s economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.
•Disciples of War and Magic can customize and personalize their gear
•Disciples of the Hand can answer the materia-fusing needs of others
•Disciplies of the Land can gather catalyst items to meet the realm’s demands

I’ll be posting more details on the Materia System at a later date.
---------------------------------------------------------------------------------


We’ve received a lot of feedback from players regarding the crafting gauge. So we actually tested the synthesis process without a gauge, and had our quality assurance team do the same. In the end, we thought it would be fairly simple to do away with the gauge altogether. We’ll be checking this out more carefully, however, so that future additions to the system will not negatively impact gameplay. This might take some time, so I have to ask for your patience until I’m in a position to write more about the direction we decide to take.
On the other hand, we’re thinking of bringing in some low-level “instant” crafting—quick recipes players can bang out without having to invest too much time.
---------------------------------------------------------------------------------


Last but not least, we have the repair system. While the current repair system serves as a way for crafters to put themselves in demand, it’s also obvious that it’s not very popular among Disciples of War and Magic. But, after the release of the Materia System (see above), I think that the repair system will begin to balance itself out a bit more. It’s going to take some time before that system is ready, though, so in the meantime we’ll be reassessing the required materials for making repairs.
We’ve also received feedback on the high costs of repairing items via NPCs, but ask that you give us a little more time to keep an eye on this. Unfortunately, there aren’t many ways to take gil out of the game right now, but once we get a few more in, we’ll look at adjusting repair NPC costs.
---------------------------------------------------------------------------------

By ushering in all of these changes, we’ll be drawing sharp distinctions between quest rewards, loot from battle, and the fruits of gatherer and crafter labors. In addition, it will also help to create more specific demands within the game economy. As always, we’re looking forward to your continued feedback and further discussion! For now, this is just an overview, and I’ll be making more posts in individual threads later.

Thanks!
____________________________


My FFXIV Blog



#5 Apr 28 2011 at 1:16 AM Rating: Excellent
*****
16,959 posts
I can only hope that with new content, they'll increase the variety and customization of gear we'll be able to make/use.
I like having multiple options open for gear, and right now, there really isn't much of a choice.

Also, I rather like how my Archer looked around 37ish:
Screenshot
____________________________
MyAnimeList FFXIV Krystal Spoonless
#6 Apr 28 2011 at 8:02 AM Rating: Decent
Avatar
**
289 posts
Quote:
Most likely they don't mean that you can put on the decoration by yourself to create a completely new item.


Sorry, I don't think I made my point clear enough on that. What I meant was that the gear itself wouldn't change, only the decorative aspects. For instance, using the same materials for a green hauby, but adding in a silver component rather than gold for the detailed finish. The stats wouldn't change, only the appearance. It seems like all the foundation was laid for this, but the other points made through the thread have at least clarified the issue a bit.

Overall I feel like the idea of them 'releasing the rest' as new content becomes available is ridiculous; the game is already so lacking in variety in every regard.
____________________________
Alemina
47WHM/23BLM Alchemy 69.1 Clothcraft 49.4 (dated)
11 Pugalism/10 Alchemy/9 Tanning/9 Jewelcrafting/8 Mining (dated)
#7 Apr 28 2011 at 8:18 AM Rating: Decent
Scholar
Avatar
***
1,449 posts
AleminaofBismarck wrote:
Quote:
Most likely they don't mean that you can put on the decoration by yourself to create a completely new item.


Sorry, I don't think I made my point clear enough on that. What I meant was that the gear itself wouldn't change, only the decorative aspects. For instance, using the same materials for a green hauby, but adding in a silver component rather than gold for the detailed finish. The stats wouldn't change, only the appearance. It seems like all the foundation was laid for this, but the other points made through the thread have at least clarified the issue a bit.

Overall I feel like the idea of them 'releasing the rest' as new content becomes available is ridiculous; the game is already so lacking in variety in every regard.


I think this "idea" is impossible (realisticly) to implement.

You would have to have a undyed robe recepy, a pink, a green, a blue, ...
And then for each of those you would have one with a bronze brooch, a copper, an iron, a silver, ..
And then for each of those you would have one with silver thread linning, gold, ...

I hope you see where im going with this...
____________________________


My FFXIV Blog



#8 Apr 28 2011 at 8:39 AM Rating: Default
Avatar
**
289 posts
Quote:
I think this "idea" is impossible (realisticly) to implement.

You would have to have a undyed robe recepy, a pink, a green, a blue, ...
And then for each of those you would have one with a bronze brooch, a copper, an iron, a silver, ..
And then for each of those you would have one with silver thread linning, gold, ...

I hope you see where im going with this...


Only if the gear was entirely composed of one texture, like ffxi. However, this interview made it seem like what I'm suggesting was the original intended route...
http://www.youtube.com/watch?v=wc0ilSksWBQ
____________________________
Alemina
47WHM/23BLM Alchemy 69.1 Clothcraft 49.4 (dated)
11 Pugalism/10 Alchemy/9 Tanning/9 Jewelcrafting/8 Mining (dated)
#9 Apr 28 2011 at 8:43 AM Rating: Good
Scholar
Avatar
***
1,449 posts
I understand that visually, as long as you have the item as the sum of the various parts it would be possible I just dont see a game having literally about 100 recepies for various items which are actually variants from the same one.

Can you imagine having 50 times each and every recepy we have at the moment?
____________________________


My FFXIV Blog



#10 Apr 28 2011 at 9:38 AM Rating: Excellent
****
7,106 posts
Quote:
Can you imagine having 50 times each and every recepy we have at the moment?

Sure. It'd still be one recipe, but instead of "coeurl leather" it would "whatever leather you want it to look like," instead of "bronze rivets," it'd be "a metal rivet of your choice." Recipes could have one or two required specific ingredients, and the remaining items could simply be from a broad class of acceptable ingredients with different-looking end results. And, perhaps the chance of a hq result goes up with sturdier ingredients (or maybe some rare ingredients guarantee hq). There would still be one core recipe, but but the ability to change the appearance and maybe even the quality of the output by selecting certain ingredients within a broad class of items. I don't think "metal chain" is really more complicated in a recipe than specifically "bronze chain."
#11 Apr 28 2011 at 10:10 AM Rating: Decent
Avatar
**
289 posts
I think Caesura put it well. And like I said, the design and physical capability are already in place for this to work (and I was actually surprised when the game came out and through trial and error I realized it wasn't).
____________________________
Alemina
47WHM/23BLM Alchemy 69.1 Clothcraft 49.4 (dated)
11 Pugalism/10 Alchemy/9 Tanning/9 Jewelcrafting/8 Mining (dated)
#12 Apr 28 2011 at 10:23 AM Rating: Good
***
3,530 posts
VydarrTyr wrote:
(Nighthawk Visor, for example.)


Finally, I can cosplay as the 1960's Robin!

Edited, Apr 28th 2011 12:23pm by KaneKitty
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#13 Apr 28 2011 at 10:40 AM Rating: Good
***
1,949 posts
KaneKitty wrote:
Finally, I can cosplay as the 1960's Robin!

I saw the visor on a couple of players and thought to myself "Hey, this is looking real cool on them, and the stats aren't bad. I should get myself one!". 12 kills later, it finally drops, and it looks.. oddly nerdy on Cloe:
Cloe with her Visor
____________________________
FFXIV: Cloe Delisle Scholar, officer of the SWAGGER Free company, Sargatanas server.
#14 Apr 28 2011 at 6:23 PM Rating: Decent
****
9,526 posts
yeah this game needs a lot more itemization still. Also the limitations on colours for different tiers and the complete lack of some clothing options at certain tiers annoys me.

I loved the shirt and sarosuel (spelling it wrong, sorry) combo - but it is only available at the cotton and velveteen tier - it completely skips over canvas. So annoying.
____________________________
lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#15 Apr 28 2011 at 7:03 PM Rating: Decent
***
2,120 posts
Olorinus the Vile wrote:
yeah this game needs a lot more itemization still. Also the limitations on colours for different tiers and the complete lack of some clothing options at certain tiers annoys me.

I loved the shirt and sarosuel (spelling it wrong, sorry) combo - but it is only available at the cotton and velveteen tier - it completely skips over canvas. So annoying.


That sucks for leveling too. I like the thread > cloth > turbans > shirt backs/shirt fronts route at each tier of weaving, but then canvas goes and screws it all up not having turbans & shirts = (

I agree with those who mentioned that the nice stuff some NPCs are wearing isn't really showing off customization, but probably the same strict gear setups, but beyond r50. With nicer looking parts & better dye selections. Would be nice to have those generic recipes that ask for a buckle or leather and any type will do. Not sure if they plan on going that far with it though -shrugs-
____________________________

#16 Apr 28 2011 at 10:14 PM Rating: Good
Scholar
***
1,948 posts
Caesura wrote:
Quote:
Can you imagine having 50 times each and every recepy we have at the moment?

Sure. It'd still be one recipe, but instead of "coeurl leather" it would "whatever leather you want it to look like," instead of "bronze rivets," it'd be "a metal rivet of your choice." Recipes could have one or two required specific ingredients, and the remaining items could simply be from a broad class of acceptable ingredients with different-looking end results. And, perhaps the chance of a hq result goes up with sturdier ingredients (or maybe some rare ingredients guarantee hq). There would still be one core recipe, but but the ability to change the appearance and maybe even the quality of the output by selecting certain ingredients within a broad class of items. I don't think "metal chain" is really more complicated in a recipe than specifically "bronze chain."


That is the point, by customisation in the interview, they meant it on the devs' side. However some players misinterpreted that as the players' side. What they presented with the tool, is that it reduces the devs' effort in creating "new" item based on available parts easier, in a sense. However that also means that generate entirely new model would take more times as well, because they don't make one model but they have to make separately many many parts of that model and their variance. If this isn't clear then I will give you the example of figurines, where you have figurines that made up of various meticulous parts, which you can exchange interchangeably to create variants of the same figurine, and the figurines that came out of the mould as whole. Which will be more expensive (as in, harder to make)?

Edited, Apr 29th 2011 12:17am by Khornette
____________________________




#17 Apr 28 2011 at 10:45 PM Rating: Good
****
7,106 posts
Quote:
However that also means that generate entirely new model would take more times as well, because they don't make one model but they have to make separately many many parts of that model and their variance.

Actually, all it really means is putting different colors on the same model. A tin buckle and a mythril buckle are still both going to look like a buckle. And if they're willing to allow different textures (on the same model), then all sorts of things can look different because of transparent textures. A tin belt buckle might look totally different from a mythril belt buckle after all, since both are just a square texture map with transparent elements to create a different shape. That won't work for large details, but an awful lot of smaller visual elements can be made completely unique that way.

So, yes, there's TONS SE could do with customizable clothing within the constraints of a single game model. Frankly, I'd expect a flagship product from huge RPG company to include a level of variety with crafted items that includes several possible in-game models for each item, but even without that there is a lot more that could be done.
#18 Apr 28 2011 at 11:30 PM Rating: Good
Scholar
***
1,948 posts
Caesura wrote:
Quote:
However that also means that generate entirely new model would take more times as well, because they don't make one model but they have to make separately many many parts of that model and their variance.

Actually, all it really means is putting different colors on the same model. A tin buckle and a mythril buckle are still both going to look like a buckle. And if they're willing to allow different textures (on the same model), then all sorts of things can look different because of transparent textures. A tin belt buckle might look totally different from a mythril belt buckle after all, since both are just a square texture map with transparent elements to create a different shape. That won't work for large details, but an awful lot of smaller visual elements can be made completely unique that way.


No, by new model I meant entirely new parts, not variant of the available base parts.
____________________________




#19 Apr 28 2011 at 11:59 PM Rating: Decent
Scholar
**
626 posts
it seems to me that most people wonder why there is no equipment veriety, but then just accept the answer that its because crafting actually uses those pieces so imagine having to carry x amount and ___ and __ etc., well i for one do not accept that any MMO should be as craft heavy as this game is.
heres my thoughts on it.
crafters are the minority of gamers
its limiting equipment content
its creating conflict as to whether or not NMs should drop mats, gear, or both
who the **** knows how the economy will be in the future, especially with limited market ward space. (who knows if they will still test out an auction house)
it inconveniences me to have to either pay extreme amounts of gil to fix stuff or seek out an antisocial crafter who charges practically the same amount.
the idle animation looks absolutely unnatural and just amateur

if im not mistaken, yoshi himself in one of the developer letters stated that they are going to ease the crafting emphasis, so i at least know im not alone.
____________________________

#20 Apr 29 2011 at 3:18 AM Rating: Good
Scholar
Avatar
***
1,449 posts
pixelpop wrote:
it seems to me that most people wonder why there is no equipment veriety, but then just accept the answer that its because crafting actually uses those pieces so imagine having to carry x amount and ___ and __ etc., well i for one do not accept that any MMO should be as craft heavy as this game is.
heres my thoughts on it.
crafters are the minority of gamers
its limiting equipment content
its creating conflict as to whether or not NMs should drop mats, gear, or both
who the **** knows how the economy will be in the future, especially with limited market ward space. (who knows if they will still test out an auction house)
it inconveniences me to have to either pay extreme amounts of gil to fix stuff or seek out an antisocial crafter who charges practically the same amount.
the idle animation looks absolutely unnatural and just amateur

if im not mistaken, yoshi himself in one of the developer letters stated that they are going to ease the crafting emphasis, so i at least know im not alone.


Personally I think you are very mistaken, even if crafting is a minority which I'm not so sure its still very close to fighting classes.

In regards to NM drops, in my opinion, this could be resolved quite easilly. Most classes have a dual ability: CON/THM can nuke or heal, GLA/MRD/PUG can dd or tank so why not have one mob have a change of droping plate tanking gear or a mat for a plate dd gear?

This would cater for both players that want gear outright and for crafters which don't want to be left behind in end game.

The only thing that I can remember from Yoshi that might be similar to your last sentence is a statement that he was considering reducing the ammount of mats required for synths, in no way did he mention that he wanted to make DoH less relevant in the game, quite the contrary.

He mentioned that he was looking into getting DoH involved in group play, there were also mentioned (maybe from initial team) about getting DoH to create stuff for LS/company and even on a recent post there was a mention about the so called Materia system for crafting which enable crafters to decide which stats to include in the peices they are crafting.

Maybe I can't be impartial but in my point of view between crafters and fighters there is a lot more being catered for fighters.
____________________________


My FFXIV Blog



#21 Apr 29 2011 at 12:22 PM Rating: Decent
Scholar
**
626 posts
Hugus wrote:
pixelpop wrote:
it seems to me that most people wonder why there is no equipment veriety, but then just accept the answer that its because crafting actually uses those pieces so imagine having to carry x amount and ___ and __ etc., well i for one do not accept that any MMO should be as craft heavy as this game is.
heres my thoughts on it.
crafters are the minority of gamers
its limiting equipment content
its creating conflict as to whether or not NMs should drop mats, gear, or both
who the **** knows how the economy will be in the future, especially with limited market ward space. (who knows if they will still test out an auction house)
it inconveniences me to have to either pay extreme amounts of gil to fix stuff or seek out an antisocial crafter who charges practically the same amount.
the idle animation looks absolutely unnatural and just amateur

if im not mistaken, yoshi himself in one of the developer letters stated that they are going to ease the crafting emphasis, so i at least know im not alone.


Personally I think you are very mistaken, even if crafting is a minority which I'm not so sure its still very close to fighting classes.

In regards to NM drops, in my opinion, this could be resolved quite easilly. Most classes have a dual ability: CON/THM can nuke or heal, GLA/MRD/PUG can dd or tank so why not have one mob have a change of droping plate tanking gear or a mat for a plate dd gear?

This would cater for both players that want gear outright and for crafters which don't want to be left behind in end game.

The only thing that I can remember from Yoshi that might be similar to your last sentence is a statement that he was considering reducing the ammount of mats required for synths, in no way did he mention that he wanted to make DoH less relevant in the game, quite the contrary.

He mentioned that he was looking into getting DoH involved in group play, there were also mentioned (maybe from initial team) about getting DoH to create stuff for LS/company and even on a recent post there was a mention about the so called Materia system for crafting which enable crafters to decide which stats to include in the peices they are crafting.

Maybe I can't be impartial but in my point of view between crafters and fighters there is a lot more being catered for fighters.

i mean crafters are the minority out of gamers overall, which is something SE is somewhat shooting for so they can get some subscriptions in the future. non of my friends want to play a game that so heavily relies on economy and crafting instead of chatting and blowing stuff up.

im not mistaken about the issues about what NMs should drop, their have been threads here and is one large on currently on the main forums discussing the problem.
why not alternate drops? idk, ask the devs, why did they do alot of things they did?

and on my last sentance, i have no source and my memory is vague on it so i could be wrong, should have stated that.

and you didnt comment on the lack of gear and weapon models.
it actually is hindering the amount of actual different models in the game because there are so many fine details to create for developers since they need to incorporate most/all of the materials used in the aesthetic, but also requires too much synthing and inv. space just to get things done. this is something most other games dont have to deal with and allows them to have a wider veriety of equipment models to choose from (ideally) and time to focus development in other areas. they obviously dont have the technology to just whip up new stuff on a whim like they advertised because no new models have been added since beta, yet "new" equipment has been added more than once.


Edited, Apr 29th 2011 2:23pm by pixelpop
____________________________

#22 Apr 29 2011 at 1:03 PM Rating: Good
****
7,106 posts
Quote:
No, by new model I meant entirely new parts, not variant of the available base parts.

Well, yes, I know what you meant, which is why my post talked about how we could have plenty of customization, including meaningfully different appearance, without the programming burden of new models (since you seemed to think that was an impediment to proper customization).
#23 Apr 29 2011 at 5:42 PM Rating: Good
Scholar
***
1,948 posts
Caesura wrote:
Quote:
No, by new model I meant entirely new parts, not variant of the available base parts.

Well, yes, I know what you meant, which is why my post talked about how we could have plenty of customization, including meaningfully different appearance, without the programming burden of new models (since you seemed to think that was an impediment to proper customization).


No, most people that complain about lack of customisation also want new models, not rehashed shirt or haubergeon.
____________________________




#24 Apr 29 2011 at 6:26 PM Rating: Decent
Scholar
**
513 posts
Khornette wrote:

No, most people that complain about lack of customisation also want new models, not rehashed shirt or haubergeon.

I think I agree with this. I think it's quite boring how you have a handful of equipment types and they're all tiered very far. Basically all melee except PUG go Bronze Haubergeon -> Ripped Haubergeon -> Iron Haubergeon -> Cavalry Haubergeon, etc. You wear essentially the same stuff from beginning to end because haubergeons just have the best stat allocation for those jobs and almost never is there gear with a different model archetype that outperforms a haubergeon.

Edited, Apr 29th 2011 8:27pm by Omena
____________________________
This forum is read only
This Forum is Read Only!
Recent Visitors: 14 All times are in CST
Anonymous Guests (14)