Right, I don't think anyone would disagree, really. The biggest crafters I knew in the game also had some of the highest rank DoW classes. It just came with the turf of playing the most. I don't know how they're going to be able to have this epic, drawn-in story when every CS is either going to be your character watching the action happen in a CS, or having NPCs flanking you with overwhelmingly difficult "fights".
Hopefully its something they go away with by the first expansion, so they can actually get back to telling a good story. That much-heralded Ifrit CS was a bunch of crap.
"overhaul of fundamental systems" "changing the rules already set in place in Eorzea" etc.
Lets wait till we find out what this new plan is before we really worry about it, it's very possible that we won't even have to wait till we have to pay the monthly sub fee, nevermind the first expansion.
If we take your advice, the forums would be completely dead until their next update, which could come whenever.
This is something I've been wondering about. If people are sitting on a pile of gil without any practical use for it, can't they buy their weapons in multiples so that they can last longer without having to go to repair them?Weapon decay is still horrible compared to the rate armor decays at.
Obviously the weapon decay system should not stay as-is, but at least from my narrow perspective there seems to be a feasible way to handle the situation already?
I've meet people who would buy 3-5 weapons from me. They go exp and when they come back to town they bazaar repairs on all of them.
I'm not suggesting people stop speculating, but making long term assumptions about systems in place right now seems kind of silly when we know they're planning major changes and don't yet know what those changes are or how they will effect things. Wondering how they'll change it, what you hope they change it to, what would be better than what it is now, etc. all make sense. I was more just noting that it makes more sense to hope it's something they change soon, as part of their "overhaul", as opposed to "by the first expansion".
I saw the exp curve for crafting as ridiculous at first but now I think it's pretty much where it should be. I think the main problem is that S-E calls them actual classes when they're really not. With the added fish synths shard costs are down where they should be now. Main problem is weapon degradation needs to be reduced to about 1/3 of what it is currently.
The crafting economy can never be saved with the system they have in place...just revamped for ranks 50+ later on. As far as entering the economy as a profitable crafter (making at least 1/5th the money over time you make taking a r1 job outside of town and killing marmots for crystals and shards that is) that door is closed forever. It was closed even before crafting bots became widespread. The only exception is alchemy which is crazy easy money. DoL sp grind is atrocious. DoL "jobs" are not really jobs and S-E needs to stop calling them jobs as well. I hope S-E gives up on calling DoL/DoH jobs jobs and focuses on battle content...you know the reason 90% of the people play the game.
OT: I would like to see S-E mark the door opening/closing noise and weather noise as sound effects or background effects or SOMETHING I CAN FUCKING TURN DOWN IN VOLUME. They did it for crafting noise, why be lazy and not fix it all at once?
Inventory is tight enough in this game without people constantly making runs back to their wards to exchange gear. I can't imagine bringing any more than doubles of the weapons I'd take out in the field, especially if I was leveling multiple classes. Even with doubles, that's about an hour's worth of XP before your shit is broken.
It definitely needs to be adjusted, and by adjusted, I mean severely nerfed.
I do agree that the durability on the weapons needs to be changed. I think I went from 100% to 0 exping on coblyns within an hour, I was surprised myself because I never hit 0% durability before.
Inventory I find pretty generous in comparison with games like Rift where you start out with 20 slots? I havent seen any "situational" gear yet like elemental staves in XI so I dont really see carrying 4 weapons as much of a problem.
Do keep in mind coblyns beat the shit out of weapons, moreso than any other mob I tested and I would wager one of the higher durability loss mobs in the game.
And yes compared to something like Rift this game is overly generous with space. In the last beta weekend I constantly had to throw things out due to no space.
Buying multiples is a workaround but there's also the factor of finding weapons in the first place. Some, like Paralyzing Dagger, are harder to find than others.
That's the biggest hindrance, aye. Some weapons are rarer than the others.
Proper management of your inventory space... not really as big of an issue. It's not like I am asking for us to keep multiple gearsets with us at all times. 3-4 weapons doesn't make or break anyone, and most mats tend to be quite useless to be held at all times anyway.
We have 300 slots now, I can't believe people would be having too many problems with it yet.
Grinding DoL is better than sleeping pills for me. Not joking at all. Multiple weapons for your class has been said many times, but it's not really for everyone. Yea it's a temp fix, but it's very annoying to carry around 5 weapons(my rank 31 scepter was 80k, and they're not readily available, so that's 400k worth of weapons I'll need) when I do have a TON of mats on me to fix all my stuff + people in my ls's stuff, and still after a night of SP off of leves probably degrade 5 weapons to 0 before we're done. If you don't craft/only have 1-2 crafts, sure it's probably viable and a quick fix for you until they (hopefully) fix it.
Edit: with 300 inv space I'm still full(250-270) on crafting mats + gear for lancer. I also have about 40+ stacks of iron squares on a 2nd account I use for teleporting. If you're not playing every crafting class I'm sure it's awesome.
Weren't +1&2 mats supposed to be taken out of the drop lists? I swear it was even in patch notes that they would no longer be available via battle, and yet, that never happened.
Just another example of the current game build being hindered by old design ideas and philosophies that never panned out or were forgotten yet the current game still being designed with them in mind.
Speaking of, maybe it is just me, but I remember way back when the guildleve system was first talked about by the devs that it was supposed to be more of a "create-a-quest" system rather than what we have now. I could swear that it went something like: guild plates have different quest types, modifiers, etc and when we go to take a quest we would use these to make them of our own. Kind of like a new-ish version of MMM. That obviously went out the window or I imagined the whole thing.
Also @Lucavi:
It was mainly an issue at the last day going from rift to invasion to rift non stop. That and the fact I haven't played a bag-limited MMO like that in quite a long time.
I believe we have enough inventory, problem is it's in the wrong place. 300 slots is fine, but when I can only carry 100 of it with around 60 of that taken up by gear, another 10 repair mats and a bit more for arrows and food it makes life difficult. I'd much rather have 150/150 than 100/200.
Way to fix this problem? Add a tab in the inventory which is like crystals tab, except all your gear goes into it. It would need a cap of around 80 so people don't abuse it but it would still be good.
True, true, I know what you mean, though. Those dinky 4 bag slots weren't hitting on anything, haha. I"ll probably pre-order to get the 28-slot main bag. That's pretty freakin' big.
I'd also agree with Sepiroth about the inventory being put in the wrong place. Where's the quests to increase your main character bag space? Why do you have to constantly head back to what doesn't even constitute a mog house to get more room?
Why doesn't this game work smarter instead of harder, and implement tabbed bag spaces for different materials? We wouldn't have needed a true auto-sort if we could have automatically had all of our crafting mats stashed in one viewable space, or broken down further into each type of craft or class.
Instead we got the same type of deal we've seen since FFI. No wonder so many people complained and called it out-dated. The game needs to work smarter, not necessarily simply just work harder.
I know I'd forgotten. Good memory.