Re: Things you would like fixed on FFXI
It would be a big change in play style, surely. It would move FFXI away from the "Get the absolute best gear you can and use it constantly" angle, and more towards "get gear that's good enough, and save the best for when you need it; or until you can afford to use it."
Keep in mind that FFXI is very very light in death penalties compared to other games. Even at 75, the EXP lost isn't that bad, especially with the higher Raises. In other games, more than just losing EXP and having to either go back to your bind point or deal with raise weakness, you could potentially have much more serious penalties. Including losing all your gear, or at the least having to go and retrieve it. Or letting your killer take all of the possessions you were carrying.
Still, as much as item degradation might help crafters' profit, it could also hurt them. More gear breaking would make people likely to buy fewer items, or spend their money on stuff that would last longer. HQ prices might fall if they're seen as purely luxury items (although I'm not opposed to this; I never cared for the whole 'craft large numbers of something, sell the NQs off for clearance prices, sell the HQs at hilariously jacked up rates' strategy), and the HQ might be seen as a true +1 instead of a +50000, in terms of pricing. It doesn't really make that much sense to pay ten times the price for one or two stat bonuses, on most items.
Originally posted by Aksannyi
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Keep in mind that FFXI is very very light in death penalties compared to other games. Even at 75, the EXP lost isn't that bad, especially with the higher Raises. In other games, more than just losing EXP and having to either go back to your bind point or deal with raise weakness, you could potentially have much more serious penalties. Including losing all your gear, or at the least having to go and retrieve it. Or letting your killer take all of the possessions you were carrying.
Still, as much as item degradation might help crafters' profit, it could also hurt them. More gear breaking would make people likely to buy fewer items, or spend their money on stuff that would last longer. HQ prices might fall if they're seen as purely luxury items (although I'm not opposed to this; I never cared for the whole 'craft large numbers of something, sell the NQs off for clearance prices, sell the HQs at hilariously jacked up rates' strategy), and the HQ might be seen as a true +1 instead of a +50000, in terms of pricing. It doesn't really make that much sense to pay ten times the price for one or two stat bonuses, on most items.
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