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YAYAYAY!!! Repair system simplified!Follow

#1 Jul 15 2011 at 3:24 AM Rating: Good
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Check out the official forum!
That's GREAT news!

...and it also means that whoever is sitting on several stacks of electrum nuggets
will bite into his/her own ***. Oh well. That's the "game-changing" changes we all
agreed on, I guess @^.^@/

Edited, Jul 15th 2011 5:28am by Rinsui
#2 Jul 15 2011 at 3:32 AM Rating: Excellent
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Could we perchance get a link to this, I cannot seem to locate it.
#3 Jul 15 2011 at 3:34 AM Rating: Good
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Hulan wrote:
Could we perchance get a link to this, I cannot seem to locate it.


It's on the front page.
#4 Jul 15 2011 at 3:39 AM Rating: Excellent
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Ok, to clarify, you mean check Lodestone. I have been spamming the forums for the last five minutes trying to find it.

Edit: Ok, found it on the forums too now. I usually just use the Hot Thread and Dev Tracker as I was looking for an official announcement.

Edited, Jul 15th 2011 5:44am by Hulan
#5 Jul 15 2011 at 3:39 AM Rating: Excellent
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Here's the link to the forum post.

Lodestone.

Quote:
Simplifying Repairs
Patch 1.18 will see all repair materials replaced with a universal item called dark matter. Dark matter comes in five grades, each of which can be used to repair equipment whose optimal rank falls within a certain range. As long as the range is correct, dark matter can be used to repair equipment of any class.


Repair Material Description
-Grade 1 Dark Matter: Universal repair material. Use to repair equipment for class ranks 1-10.
-Grade 2 Dark Matter: Universal repair material. Use to repair equipment for class ranks 11-20.
-Grade 3 Dark Matter: Universal repair material. Use to repair equipment for class ranks 21-30.
-Grade 4 Dark Matter: Universal repair material. Use to repair equipment for class ranks 31-40.
-Grade 5 Dark Matter: Universal repair material. Use to repair equipment for class ranks 41-50.
* Dark matter can be obtained from vendor NPCs, as guildleve rewards, and through gathering.


Repair System Adjustments
From patch 1.18 onwards, repairs will always be successful when made by those who possess sufficient rank in the appropriate skill. Furthermore, the chance of conducting repairs without expending materials will increase slightly overall.


NPC Repairs
In order to improve the usability of NPC repairs, the fee for such services will be greatly reduced.


Edited, Jul 15th 2011 2:41am by akirussan
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#6 Jul 15 2011 at 3:43 AM Rating: Excellent
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Dark Matter, the miracle repair substance!
Just don't be surprised if all of Eorzea implodes on itself in a giant black hole.
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TERA looks tasty...
#7 Jul 15 2011 at 3:51 AM Rating: Decent
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It's just too bad they couldn't have either abolished the repair/durability system altogether, or made it work like EQ2, where you only lose durability when you die (which could've also contributed to the improved death penalty system as well).

Edited, Jul 15th 2011 5:51am by nekroturkey
#8 Jul 15 2011 at 4:00 AM Rating: Decent
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Superb. About bloody time too.
#9 Jul 15 2011 at 4:40 AM Rating: Decent
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Stupid. This game is becoming more and more shallow.
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#10 Jul 15 2011 at 4:53 AM Rating: Decent
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I'm torn on it, to be honest. So the materials previously needed for repairs will just be for crafting now?
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#11 Jul 15 2011 at 5:01 AM Rating: Decent
UltKnightGrover wrote:
I'm torn on it, to be honest. So the materials previously needed for repairs will just be for crafting now?


I'm with you. However, is Dark matter the only way to repair? Honestly seems like a step backwards to me. Getting rid of the repair system and increasing the variety of gear, or modification of the gear would be better, or even tie the need of repair to the death penalty (yes, I did like that idea). Right now, however, with populations sooo low, the crafters have little to do with the exception of leveling anyways.
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#12 Jul 15 2011 at 5:46 AM Rating: Default
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River75, Assassin Reject wrote:

I'm with you. However, is Dark matter the only way to repair? Honestly seems like a step backwards to me. Getting rid of the repair system and increasing the variety of gear, or modification of the gear would be better, or even tie the need of repair to the death penalty (yes, I did like that idea). Right now, however, with populations sooo low, the crafters have little to do with the exception of leveling anyways.


This is answered in the Lodestone post:

Quote:

NPC Repairs
In order to improve the usability of NPC repairs, the fee for such services will be greatly reduced.


I'm guessing the 75% cap will still exist when repairing by NPCs, and you get back to a full 100% by craft-repairing.

As for all the whiners and nay-sayers, did you come from WoW or something? Complicated and tedius is not and has never been good game play, and better design and gameplay through simplicity is not "dumbing down". Why don't you just say "I hate change," as that's really what you're complaining about, and let the rest of us follow and actually discuss the changes coming to this game.
#13 Jul 15 2011 at 5:54 AM Rating: Decent
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I just don't see the point. I didn't realize people had issues with the old way of repairing things. I am a crafter and repair my own armor. And I do happen to sell excess materials I make, a lot of which is needed for repairs...just kind of makes my crafting feel cheapened :/ and less meaningful :/
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#14 Jul 15 2011 at 5:56 AM Rating: Excellent
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#15 Jul 15 2011 at 6:04 AM Rating: Good
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As for all the whiners and nay-sayers, did you come from WoW or something? Complicated and tedius is not and has never been good game play, and better design and gameplay through simplicity is not "dumbing down". Why don't you just say "I hate change," as that's really what you're complaining about, and let the rest of us follow and actually discuss the changes coming to this game


If you really want to discuss this and not flame then tell me why you think this is a better design.
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#16 Jul 15 2011 at 6:05 AM Rating: Default
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Urste wrote:


ROFL

I don't get it, why this all of a sudden? i don't craft and i have NEVER had a problem with repair. This move is one step forward and one back, no advancement. It will make me loose no sleep, i just want stuff fixed after all. Lower NPC repair cost is a positive tho, i think......... if it costs more than what i tip for rep's at the moment still not using.
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#17 Jul 15 2011 at 6:11 AM Rating: Good
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Urste wrote:


LOL That made me laugh and since I laughed so hard you made my two year old look at me like I had issues! LOL Well done sir!
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#18 Jul 15 2011 at 6:14 AM Rating: Decent
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The cost of repair will "most likely" spike, depending on how much the higher grade matter costs or how difficult it is to obtain. Everyones going to be hording the stuff at the outset.
#19 Jul 15 2011 at 6:36 AM Rating: Good
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This is a step in the right direction, but I would much prefer consumable mending kits that only crafters could make but anyone could use. I dislike inconveniencing others for something mundane as repairs, and I don't want to take on a craft myself.

At least no one will have to bust their *** for crab shells anymore.
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#20 Jul 15 2011 at 6:43 AM Rating: Good
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LillithaFenimore wrote:
I just don't see the point. I didn't realize people had issues with the old way of repairing things. I am a crafter and repair my own armor...

Though I'm a little torn I can agree with this. Ever since they implemented the 'seeking repairs' icon I haven't had any issues with the system at all. I'd just put up my broken gear at fair prices, stand near the bric-a-brack, wait 10 mins and usually everything is finished.

On the other hand, I hate crafting and yet I feel that I'm forced to carry around a bunch of extra items and spend hours painfully grinding on several crafting jobs, just to be able to repair my own gear when away from the cities. Now I guess I'll just have to carry around dark matter appropriate to my gear level.

Quote:
The cost of repair will "most likely" spike, depending on how much the higher grade matter costs or how difficult it is to obtain. Everyone's going to be hording the stuff at the outset.
::TRUTH::

My prediction is that the rewards offered seeking repairs will become standardized to just the dark matter needed to repair the item.

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#21 Jul 15 2011 at 8:00 AM Rating: Good
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Not sure if this is good or bad but I didn't think repair was broken.
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#22 Jul 15 2011 at 8:05 AM Rating: Decent
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Ok so after i read this a few times through, it seems that most of us jumped the gun on this one, my self included...
This will not be as bad as initially though, Dark Matter will be obtained from NPC, gather, leves so if it's cost is fair it's a good substitute for items that may have required stiff difficult to obtain for repair (no more 10k for a HQ or tooth/bone form the wards). We will still need skilled craters to fix with the Dark Matter, so no loss there either.

My position on this is it's a positive in the long run.

Almalexia wrote:

but I would much prefer consumable mending kits that only crafters could make but anyone could use.


Bad idea just bad, this gives crafters to much freedom to corner the market. As the supply will be kept limited (to keep high price) and demand will never lessen you'll be paying arm and a leg for a repair.


Edited, Jul 15th 2011 10:13am by TwiddleDee
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#23 Jul 15 2011 at 8:11 AM Rating: Default
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Ugh, so it truly was that hard to socialize among the other crafters and gatherers. Oh well I suppose.
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#24 Jul 15 2011 at 8:46 AM Rating: Good
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Mistress Theonehio wrote:
Ugh, so it truly was that hard to socialize among the other crafters and gatherers. Oh well I suppose.

A lot of players simply don't want to, especially new players. You, and most on this thread, are both FFXI and MMO veterans, and are quite comfortable talking to strangers in these environments. Not so for new players, especially young ones (this is a FF console game, or at least intended as such, after all). Requiring socializing for something as basic as keeping your low level gear usable is a pretty tall order if this game wants to attract a new generation of players, and this change fits SE's recent history of making this game as friendly as possible to new players.

That said, socializing is important in MMOs, but requiring it is probably best saved for players at levels at which they've already become competent in core game mechanics and game lingo (MMOs are very different than other games, and can be rather bewildering at first, a fact lost on many veterans), and probably best saved for improving gear, not simply making it usable (to bring in what will probably be an unpopular example, the jewelcrafting and enchanting professions in WoW seem to handle this nicely). Yes, if you want to have the best gear set, and want to enjoy the best leveling experience, you should definitely have to socialize and play well with others, but it shouldn't be forced on all players right out of the gates.
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#25 Jul 15 2011 at 9:10 AM Rating: Excellent
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but it shouldn't be forced on all players right out of the gates


FFXI always seems to be glorified for their strong social communities compared to other mmorpgs. The reason for this was because in general socializing was forced on people at level 10. In FFXIV you could even get to R20 without needing to repair. I think it's fair that you start interacting with other people around R20.

I'm not saying that you have to be social, but I do think a mmorpg shouldn't cater to being antisocial.
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#26 Jul 15 2011 at 9:30 AM Rating: Good
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yfaithfully wrote:
Mistress Theonehio wrote:
Ugh, so it truly was that hard to socialize among the other crafters and gatherers. Oh well I suppose.

A lot of players simply don't want to, especially new players. You, and most on this thread, are both FFXI and MMO veterans, and are quite comfortable talking to strangers in these environments. Not so for new players, especially young ones (this is a FF console game, or at least intended as such, after all). Requiring socializing for something as basic as keeping your low level gear usable is a pretty tall order if this game wants to attract a new generation of players, and this change fits SE's recent history of making this game as friendly as possible to new players.

That said, socializing is important in MMOs, but requiring it is probably best saved for players at levels at which they've already become competent in core game mechanics and game lingo (MMOs are very different than other games, and can be rather bewildering at first, a fact lost on many veterans), and probably best saved for improving gear, not simply making it usable (to bring in what will probably be an unpopular example, the jewelcrafting and enchanting professions in WoW seem to handle this nicely). Yes, if you want to have the best gear set, and want to enjoy the best leveling experience, you should definitely have to socialize and play well with others, but it shouldn't be forced on all players right out of the gates.


QFT.

I am a veteran MMO player, but I also remember when I first stepped foot in FFXI and was completely overwhelmed by the amount of tasks, grinds, things to do, etc. Luckily I had some RL friends playing and that helped with coming to understand how MMO RPGs worked. Now, with that being said, I completely agree with the decision to abolish repair materials. This game was touted as being a single user friendly experience, and the crafting/repair system was just far too complicated and a burden to new players. Sure, if you're lucky enough to find yourself in a tight-knit LS you probably never have to worry about crafting, it's likely someone in your LS has a craft leveled to max... but a lot of people who play this game currently play alone, or in very small/inactive LSs... this helps them immensely, and anything that keeps people in the game at this point is a good thing... if you happen to be the type to hate this change and want to leave because of it... well... I suggest Minecraft.
#27 Jul 15 2011 at 9:38 AM Rating: Good
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I would have preferred a system where crafters could craft a stack of "crafting kits" or something like that for their particular craft(s), and an item would require a certain number of kits to repair depending on the item rank. For example, a high rank chain mail might require 5 ARM-repair kits and low rank spear might require just 1 CRP-repair kit. This is still a step in the right direction I guess in the sense that it should reduce the amount of mats players need to carry around to repair their own or other people's gear.

One thing that bugs me and I'm sure others that I wish they would address is the issue where people will put something up for repair but leave their inventory full. Currently , the game does not warn the repairer beforehand that the repair cannot be done. Instead, it lets the repairer attempt the repair anyway - failures still result in loss of mats and an eventual success results in "repair failed, item cannot be retured". Very frustrating to say the least. They need to implement a check where the player putting up the item for repair has enough slots in inventory to accommodate the space for the repaired item.

Edited, Jul 15th 2011 8:55am by zpanda
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#28 Jul 15 2011 at 9:49 AM Rating: Decent
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Quote:
This game was touted as being a single user friendly experience, and the crafting/repair system was just far too complicated and a burden to new players.


I don't get this. New players can just put broken things in their bazaars and have it repaired in one of the cities. Low zones are close to the city so it's not even that much of a hassle. It's patronizing to think new people can't handle such tasks.
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#29 Jul 15 2011 at 10:04 AM Rating: Good
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RedGalka wrote:
Quote:
This game was touted as being a single user friendly experience, and the crafting/repair system was just far too complicated and a burden to new players.


I don't get this. New players can just put broken things in their bazaars and have it repaired in one of the cities. Low zones are close to the city so it's not even that much of a hassle. It's patronizing to think new people can't handle such tasks.


We're talking about new players to MMOs. There's no tutorial in-game explaining to players that if you want your item repaired quickly and efficiently, that you have to place it in your bazaar and hang-out in front of the repair NPC in Ul'Dah. Not only that, but that's a ridiculous thing to assume people should automatically grasp running into a new game, especially one as incomplete as Final Fantasy 14.
#30 Jul 15 2011 at 10:07 AM Rating: Decent
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RedGalka wrote:
Stupid. This game is becoming more and more shallow.


Can you elaborate on what you mean by "shallow"? I don't follow.
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#31 Jul 15 2011 at 10:31 AM Rating: Good
I'm sorry but going back to the new repair system, does this still mean that different items will still be repaired by different classes? Does a goldsmith still repair Jade Hora for example? Or can any class as long as it is in rank repair said items providing they have the correct grade of dark matter or can any class regardless of being doh/dol/dom/dow repair providing they are high enough in rank?
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#32 Jul 15 2011 at 10:36 AM Rating: Good
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Well. Simple repairs?
For me its like the "jump" system. Having it or not having it wont let me enjoy the game more or less.
So, to be honest i dont care. Also never had any problems with repair. I paid well, and got repaired fast.
Just never had any excitement/fun with repairing.

Btw, have to agree with Kuma about the difficulty. How can it be difficult to use the menue and press a "seek repair" button"?
If that is a challenge for beginners, how the **** would they ever get and start a local leve? Or make a macro? Find out how to shout?
I deeply believe anyone can learn the basics. Doesnt matter if 40years old or 8 years old.
#33 Jul 15 2011 at 10:46 AM Rating: Excellent
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EdyNOTB, pet mage of Jabober wrote:
I'm sorry but going back to the new repair system, does this still mean that different items will still be repaired by different classes? Does a goldsmith still repair Jade Hora for example? Or can any class as long as it is in rank repair said items providing they have the correct grade of dark matter or can any class regardless of being doh/dol/dom/dow repair providing they are high enough in rank?
I'd conjecture on the compulsion of the correct corresponding craft to create a credible copy of the commencing component.
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#34 Jul 15 2011 at 10:48 AM Rating: Good
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#35 Jul 15 2011 at 11:02 AM Rating: Decent
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What? O.o; you made my head hurt here T_T.

I think I get the reference now.

Edited, Jul 15th 2011 1:03pm by LillithaFenimore
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#36 Jul 15 2011 at 11:26 AM Rating: Good
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Prototyp wrote:
Btw, have to agree with Kuma about the difficulty. How can it be difficult to use the menue and press a "seek repair" button"?
If that is a challenge for beginners, how the **** would they ever get and start a local leve? Or make a macro? Find out how to shout?
I deeply believe anyone can learn the basics. Doesnt matter if 40years old or 8 years old.


And here we go again... Just because you've had ten months to get used to a ****** system, doesn't make the system less ******.
#37 Jul 15 2011 at 11:27 AM Rating: Decent
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zpanda wrote:
I would have preferred a system where crafters could craft a stack of "crafting kits" or something like that for their particular craft(s), and an item would require a certain number of kits to repair depending on the item rank. For example, a high rank chain mail might require 5 ARM-repair kits and low rank spear might require just 1 CRP-repair kit.


Ok "crafting kits" are a stupid idea, for the reason i mentioned in my last post. They give crafters to much power to corner the market and bleed people for all it's worth. How you ask, simple demand will be very high supply will not. Unless "kits" are NPC sold then it's a different ball park.

Edited, Jul 15th 2011 1:28pm by TwiddleDee
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#38 Jul 15 2011 at 11:39 AM Rating: Decent
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TwiddleDee wrote:
zpanda wrote:
I would have preferred a system where crafters could craft a stack of "crafting kits" or something like that for their particular craft(s), and an item would require a certain number of kits to repair depending on the item rank. For example, a high rank chain mail might require 5 ARM-repair kits and low rank spear might require just 1 CRP-repair kit.


Ok "crafting kits" are a stupid idea, for the reason i mentioned in my last post. They give crafters to much power to corner the market and bleed people for all it's worth. How you ask, simple demand will be very high supply will not. Unless "kits" are NPC sold then it's a different ball park.

Edited, Jul 15th 2011 1:28pm by TwiddleDee


Gil is far too easily attainable and crafters are many, I doubt there would be a "cornering of the market" with everyone undercutting their competition.
#39 Jul 15 2011 at 11:45 AM Rating: Excellent
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I welcome the repair fixes. Its not that I don't like to interact with other players...its that I don't want to have to interact with them regarding repairing my stuff. Its just not fun. I do that type of stuff in real life...and its not fun. When I interact...I would much rather be talking about fun things(quests, missions, leveling, adventures)...not gil sinks and reasons to keep DOH busy.

With this change, it will make it easier to fix my own stuff by not having to worry about what I have in my inventory to fix my items.

Looks like SE is again catering to those who stopped playing and are on the fence...and not those who are currently playing.

Which is what they need to do.
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#40 Jul 15 2011 at 11:47 AM Rating: Decent
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Which they are.

"* Dark matter can be obtained from vendor NPCs, as guildleve rewards, and through gathering."
#41 Jul 15 2011 at 12:21 PM Rating: Good
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Simool wrote:
Looks like SE is again catering to those who stopped playing and are on the fence...and not those who are currently playing.

Which is what they need to do.


Exactly. Although there are quite a few things they are doing for current players, NMs, Instances, Gear, etc.
#42 Jul 15 2011 at 1:26 PM Rating: Decent
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Maximoose24 wrote:
RedGalka wrote:
Stupid. This game is becoming more and more shallow.


Can you elaborate on what you mean by "shallow"? I don't follow.


I mean that things are being overly simplified, because a large group of people don't want to put any effort into playing a game. They want results without playing a lot, because they don't seem to have time. They have a "real life".

This repair system does not help people who like to craft. Instead of having several crafters running around, aiding people with repairs, one crafter is now enough. One can skill up cooking and as a result repair anything like for example Iron Haubergeons. That's just stupid. Oh wait that's not even true: it's zero crafters, because the cost of the repair npc is being severly reduced.

Another example of dumbing down is the job system. The class system was created to allow people to rank up several different classes for their abilities. The job system however will restrict the abilities that you get to use from other classes. No need to rank up anything else anymore.

The weapon-skillup-system that they had at the start was actually pretty interesting. Being rewarded more for using more complex abilities besides the default attack ( Which btw is becoming auto attack. Making the pace of battle even slower). It wasn't balanced enough yet though, some classes got better skillups then other classes depending on certain conditions, making it difficult to keep everyone happy. But instead of rebalancing, they just lazily removed it and added the skill points at the end of battle.

And then there are the guild leves and behests. The amount of skillpoints got increased so high that no one is doing regular grind parties or soloing anymore. Entire zones that were overcamped at the start, had their monsters repositioned and their population increased, are not used anymore. They're now wondering why God created them, what their reason for existence is, it has to be something more then just standing there right?!

I could go on, but don't want to.
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#43 Jul 15 2011 at 1:33 PM Rating: Good
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Riniaru wrote:
Dark Matter, the miracle repair substance!
Just don't be surprised if all of Eorzea implodes on itself in a giant black hole.


This deserved more rate ups. Robert Langdon wouldn't be happy.
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#44 Jul 15 2011 at 1:37 PM Rating: Good
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RedGalka wrote:
Maximoose24 wrote:
RedGalka wrote:
Stupid. This game is becoming more and more shallow.


Can you elaborate on what you mean by "shallow"? I don't follow.


I mean that things are being overly simplified, because a large group of people don't want to put any effort into playing a game. They want results without playing a lot, because they don't seem to have time. They have a "real life".


Exactly brother! We do!

Most people that started playing MMOs back in the day (myself included) are between the ages of 25 and 35 right now. If I have to search far and wide just to have my pos r11 copper wand repaired, yes I do consider that a waste of my free time. The game has never been hard. Time consuming DOES NOT EQUAL difficulty.
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#45 Jul 15 2011 at 1:54 PM Rating: Decent
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I hope its as easy to get fromguildleves, or not too expensive to buy, otherwise it might be as hard to get as the whetstones, if you dont mine, that is.
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#46 Jul 15 2011 at 1:54 PM Rating: Good
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RedGalka wrote:

This repair system does not help people who like to craft. Instead of having several crafters running around, aiding people with repairs, one crafter is now enough. One can skill up cooking and as a result repair anything like for example Iron Haubergeons. That's just stupid. Oh wait that's not even true: it's zero crafters, because the cost of the repair npc is being severly reduced.


There was no such thing as repairing in XI and that didn't stop people from crafting. Admittedly, the new system removes one reason to level DoH but there are still others. And that's not the point anyway. The point is that it makes repairing less of a hassle, which a majority of players are in favor of.
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#47 Jul 15 2011 at 1:56 PM Rating: Decent
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RedGalka wrote:
I mean that things are being overly simplified, because a large group of people don't want to put any effort into playing a game. They want results without playing a lot, because they don't seem to have time. They have a "real life".


I was unaware that not sitting on your *** in front of a computer for hours on end was a bad thing.

RedGalka wrote:
This repair system does not help people who like to craft. Instead of having several crafters running around, aiding people with repairs, one crafter is now enough. One can skill up cooking and as a result repair anything like for example Iron Haubergeons. That's just stupid. Oh wait that's not even true: it's zero crafters, because the cost of the repair npc is being severly reduced.


Umm... That's kind of a grand assumption to make with no evidence to back it up. They are creating one repair mat. This does not mean that someone investing in Cooking can repair an Iron Hauby... this is jumping-the-gun-trolling at it's finest. Get info before you make accusations about a system you clearly have no idea about. Crafters will have their place. Crafting.

RedGalka wrote:
Another example of dumbing down is the job system. The class system was created to allow people to rank up several different classes for their abilities. The job system however will restrict the abilities that you get to use from other classes. No need to rank up anything else anymore.


The class system is also broken, the ability to be a rank 1 ARC with Cure III is completely, and utterly ridiculous. There will still be available options, and the job system is designed as a party-based mechanic, not a soloing mechanic. It's to give people roles, so that there isn't 50 million **** THMs running around owning ****.

RedGalka wrote:
The weapon-skillup-system that they had at the start was actually pretty interesting. Being rewarded more for using more complex abilities besides the default attack ( Which btw is becoming auto attack. Making the pace of battle even slower). It wasn't balanced enough yet though, some classes got better skillups then other classes depending on certain conditions, making it difficult to keep everyone happy. But instead of rebalancing, they just lazily removed it and added the skill points at the end of battle.


Balanced? The system wasn't even finished. Though I do agree it would have been interesting to keep this feature alive, it was also far too broken to fix. Even if you did use the wealth of abilities at your disposal, there was no guarantee of skill point rewards.

RedGalka wrote:
And then there are the guild leves and behests. The amount of skillpoints got increased so high that no one is doing regular grind parties or soloing anymore. Entire zones that were overcamped at the start, had their monsters repositioned and their population increased, are not used anymore. They're now wondering why God created them, what their reason for existence is, it has to be something more then just standing there right?!


Take some initiative and make a **** party then. I finish leves quickly, and very rarely partake in Behest post-30. There are plenty of mob grinding parties I've started to gain additional experience. However, and I don't understand why... but WHY in the **** do you find grinding the same mob continuously for hours-on-end fun? I'd much rather have a larger limit set for leves, and additional quests/hubs/instances to partake in... oh wait... that's next Thursday.

RedGalka wrote:
I could go on, but don't want to.


It's probably best you don't...
#48 Jul 15 2011 at 6:11 PM Rating: Excellent
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=\ I actually liked the fact that it used different repair mats for gear. I enjoyed the fact that some gear had odd/rare items needed to repair it. Guess it doesn't really matter though...

If NPC sells Darkmatter repair grade 1 for 300 gil, I won't be shocked to see most people asking for 300 gil to repair their 'grade 1 gear'
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#49 Jul 15 2011 at 6:46 PM Rating: Decent
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Red Galka is playing the "I'm against everything" role.

Quite frankly things in this game NEED to be simplified. A lot of it is **** where they tried to do something unique, tried to do something new, and is now a trainwreck.
#50 Jul 15 2011 at 7:18 PM Rating: Excellent
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StolzPhoenix wrote:
Red Galka is playing the "I'm against everything" role.

Quite frankly things in this game NEED to be simplified. A lot of it is sh*t where they tried to do something unique, tried to do something new, and is now a trainwreck.


Most of the challenges(if you can call 'em that) in the game now are just annoyances. So yea I agree with ya on that. Simplify the annoying, frustrating stuff.

I just hope they don't go the easy-mode route with everything. And that's where I'm with Red Galka. The game's already extreme easy-mode and I don't like to see them piling on more easy. If they go simple & easy in the right places and more challenging in others then maybe it'll even out. Making the game more enjoyable. I don't exactly trust them to pull it off at this point though.

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Edit - Oh, Magus + Dark Matter(CT ftw!)

Edited, Jul 15th 2011 9:21pm by TwistedOwl
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#51 Jul 15 2011 at 7:37 PM Rating: Decent
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TwiddleDee wrote:
Almalexia wrote:

but I would much prefer consumable mending kits that only crafters could make but anyone could use.

Bad idea just bad, this gives crafters to much freedom to corner the market. As the supply will be kept limited (to keep high price) and demand will never lessen you'll be paying arm and a leg for a repair.

Oh, derp, let me clarify:
In addition to the normal repair system, a portable repair consumable that only crafters can make but anyone could use. In a post months ago I described different disciplines having their own kit, and each kit having its own level range. Simple mending kit (Weaver, 1-20), journeyman plating kit (armorer, 21-40), [advanced] aqua vitae (alchemy, 41-50), and so on.

It would be unnecessary to scrap the existing repair system.

However, even if kits were the sole means of player-to-player repair, I doubt something as critical as repair kits would be cornered. I imagine it would be like trying to corner the market on kabobs in FFXI.
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