Well Im not gonna bash the managing editor's attempt to create a discussion on FFXI vs XIV etc.
Nor am I going to compare the two.
I have a suggestion (or consider it an improvision , extension, what have you)
I think that FF developers should implement a system of degradeable weapons in terms of durability, integrity, etc.
Normal weapons, armor ,etc.
Medium range weapons, armor, etc.
High grade weapons, armor, etc.
Epic or superior weapons armor etc.
(I dont think that color coding or relecting what gear is normal and which is epic is necessary; that should be the mechanics of game at work ; unobserved by the gamer)
The gear degrades over time; perhaps a formula of : 'Weapon usage' - 'Number of Days' / 'Time' or something loosely related to this concept give or take.
I would also expand on this concept of maintaining the integrity of the weapon, armor, gear. to be beneficial to the notion of online gaming by its usefulness of providing a realistic approach to the wear and tear of items and allowing the game to have a realistic sense.
Furthermore I think that simply paying a vendor would not suffice to interest the gamer and with the concept of Disciples of the Land and Hand, I think the importance of these two characters would come to full circle with their skills as the backbone of repairing the gear.
(I want to add that I feel that the top 2 tiers or weapons armor and gear should diminish over time far greater than the normal and medium) considering that a person is generally at a lower level when using the lower tiers of gear thus giving a sense of the users familiarity coupled with his experience and adeptness at using the weapon. I feel that a more advanced higher lvl user would be more accurate at his swings and thus put more wear upon the gear rather than someone with a less than desirable experience level who misses more frequently , (thus reducing wear on gear etc.) . Perhaps a varaition of some sort is in order.
I would love to see gear and its somewhat limited usefulness incorporated into XIV as Ultima Online had a very elaborate design of weapon armor creation , enhancement , yet it also had its limitations in terms of usage and that kept gamers very satisfied. I think this concept coupled with the already implemented notion of XIV using a weapon system would greatly enhance this game to great heights.
I do not feel as though I am offering a completly unique idea but rather something from my own creativity as well as a recollection of my past online experiences and the direction of Square Enix's newest upcoming online game.
Well guess what bro, that's exactly what Square-Enix has in mind.
Equipment has durability, and crafters have the ability to fix said equipment.
It's a good step in making crafting more important to the game, that's for sure.
Thats great to hear . Im kinda touching up my post . Grammatical errors and adjusting a sentence or two.
How did you hear about durablity in game ? If you have any links regarding information on that topic or any releable source to read up on it , I would appreciate it.
I just hope that a basic piece of gear doesnt require the same amount of effort to repair that a superior piece of gear costs. Also I hope that some (not all ) gear will be infinitely repairable. That would really allow that realistic feel of using gear and the fact that it has it limitations.
Thats great to hear . Im kinda touching up my post . Grammatical errors and adjusting a sentence or two.
How did you hear about durablity in game ? If you have any links regarding information on that topic or any releable source to read up on it , I would appreciate it.
I just hope that a basic piece of gear doesnt require the same amount of effort to repair that a superior piece of gear costs. Also I hope that some (not all ) gear will be infinitely repairable. That would really allow that realistic feel of using gear and the fact that it has it limitations.
Theres not much info around there, but if you want verification, here's a link to an interview:
"Also, this time the weapons are going to be worn out, a durability system. So you will have to repair them and it will cost money."
Considering crafters can level up the same way normal classes can, it would make sense for higher level equipment to require more effort to be repaired than lower level armor. Just like the game getting "harder" at higher levels, I think that applies to crafting as well.
However, I doubt that armor can break permanently. Can't say much based on that interview though. All I know is that it's currently not implemented to the Alpha version of the game, and will be implemented at a later date. We'll find out more then.
Using LOL is like saying "my argument sucks but I still want to disagree".
Wow, that interview was done in August 09 and theyre only 1 month into Alpha. When do you forsee beta beginning and open beta too?
There have been some issues with the server stability so the Alpha has been delayed by a week. However, I do not see the Alpha lasting for more than a month from now. Once they have stabilized the servers and received enough feedback about the features that require testing, they will move on to the Beta Phase 1. However, I don't think the armor durability will be implemented before the Beta Phase 2 which is when the developers will start changing the game based on the feedback they received from Alpha and Phase 1 of the Beta.
Open Beta will follow after Beta Phase 2 has ended, but I do not see it lasting more than a week or two. I assume we'd hear about it somewhere in August/October, depending on how much of the game they are planning to change and how well the testing goes. Retail version will be available sometime after November, most likely.
Just to clarify, the testing happens in four stages: Alpha > Beta Phase 1 > Beta Phase 2 > Open Beta.
Using LOL is like saying "my argument sucks but I still want to disagree".
I'm wondering if the writer actually kept up with this game... mainly because he seems to think they are using the same world...?
As far as all of us know they are just using the same races but different everything else. I had a hard time reading the rest of the article after I read that so I just skimmed through it... couldn't see what would be interesting in an article written by someone that hasn't actually read about the game.
First of all,you cannot accept what the PR or devs say about their game in full context.Example i was led to believe they were removing levels ,when in fact nothing of the sort,all they did was call them physical levels.
The two games FFXI and FFXIV are imo quite different,the mechanics alone would mean you could not in any form at all call it an expansion,or try to make it into an expansion,it is plain and simple not the same game.
FFXI was ONLY different from most other mmorpg's on the market for a few reasons,otherwise it was the same game as the rest.The difference is of course it's sub class system,which will not function the same anymore as was in FFXI.Another major difference was it's leveling design,which was to remove the running around chasing boring NPC quests and concentrate on the fun of combat and being able to have fun utilizing your skills.The last major difference was of course a game from the ground up designed around grouping/teamwork,where as all other games are basically solo games designed to only utilize team work in instances.
FFXIV will follow the traditional questing games,that alone removes it from the FFXI mold,it is also is incorporating a pretty much solo atmosphere again copying the design of all other games,so again it removes itself from the FFXI design.In FFXIV you will be utilizing your own stat structure,this was not a part of FFXI,until level 75,when you can use xp to further build your player,FFXXIV is doing the same thing but from level 1 up,throughout the entire game.
FFXIV is a seamless world and of course FFXI is not,so again you can't change th entire make up of a game and introduce it as an expansion.Zones allow a totally different type of game play and people that understand why,know what i mean,because in FFXI you cannot run from a fight,FFXIV you can but do not have zones to run for safety.Many people used zones for strategy.
There is just TOO many other reasons FFXIV could not possibly work as any kind of expansion,so it shows people still 8 years later,do not fully understand the design of the game.Things like FFXI uses whm teleports and blm warps,FFXIV uses Aethers are everyone has Warp.FFXI uses Magic bursts,some of the skills would be over powering in FFXIV because of the ability to switch class on the fly.
Another HUGE difference is changing classes,beside the obvious weapon switch,in FFXI when you change class/job your stats change,not the case in FFXIV your stats remain.
The truth is ,graphics aside,FFXI was actually the advanced game ,far ahead of it's time,where as FFXIV is aside from graphics,going backwards in development to cater what we already have in all other games.
stat placement [nothing new]
soloing[nothing new]
questing for xp[nothing new]
instant travel[nothing new]
on the fly class change [only new idea the game is introduing]However FFXI also had class changes ,just not on the fly,it is just a different twist but same result.
Never forget 3 mile Island and never trust a government official or company spokesman.
I will say the loss of a sub-job system is the worst news ever. period.
I had hoped that, in FF14, you weapon would determine your main job and your armor, your sub,job....so some other similar paradim...but I guess that could get nuts on your inventory lol
Frank 'Spankybus' Mignone www.spankybus.com -3d Artist & Compositor -Writer -Professional Amature
I will say the loss of a sub-job system is the worst news ever. period.
I had hoped that, in FF14, you weapon would determine your main job and your armor, your sub,job....so some other similar paradim...but I guess that could get nuts on your inventory lol
You can equip any skill you've learned regardless of your current class... the new system is superior to the subjob system since you can effectively 'sub' in any combination of skills from any other classes you want.
If you want a paladin just play gladiator and equip healing magic and protect spells.
Regardless of how FFXIV is, I'll still play it....BUT for **** sakes, remove the need to swap gear before you do weapon skills. I know it improve your damage by putting on str and atk gear for ws or etc for other ws, but its so annoying every time. I just don't want to do that anymore.
You don't *have* to swap gear before you do weapon skills... You choose to swap gear before doing weapon skills. People do that to boost the appropriate stat for the WS and then switch it back.
Don't want to swap gear before WS'ing? Then don't swap gear before WS'ing. Simple. The game doesn't force you to.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
"Well for one, fourteen has better graphics and coding for it. The reason that I initially quit eleven was because my high end computer couldn't run the game well because of the poor coding."
Um, I ran XI on a PIII 800mhz with a 64 mb pci card that was -way way- out of date back in nov of 2003. I was even on dial-up! Poor coding my ass.
This article is crap by the way, extremely bland and non-informative writing.
Even if low-end machines ran the game decently, you could never get acceptable framerate in some situations no matter how good of a PC you had.
Yes, that is poor coding at its worst.
There's some perspective required here.
FFXI was originally developed for PS2. They later decided to port it to PC as well, where it's basically emulating PS2 hardware. Thus, all the weird control setups, the heavily menu-driven gameplay, the separate foreground/background resolution settings, etc.
Could they have made a separate client specifically for PC's? Sure. But they didn't.
It wasn't the result of "poor coding" so much as it was the result of coding specific to a single console.
It also didn't take advantage of GPUs, and - like many MMOs developed around that time - uses the CPU for most of its graphics processing.
Personally, the game has always ran fine for me even at max settings and tweaked resolution via the registry, and I started on day 1 of the NA PC release.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Regardless of how FFXIV is, I'll still play it....BUT for **** sakes, remove the need to swap gear before you do weapon skills. I know it improve your damage by putting on str and atk gear for ws or etc for other ws, but its so annoying every time. I just don't want to do that anymore.
You don't *have* to swap gear before you do weapon skills... You choose to swap gear before doing weapon skills. People do that to boost the appropriate stat for the WS and then switch it back.
Don't want to swap gear before WS'ing? Then don't swap gear before WS'ing. Simple. The game doesn't force you to.
Fortunately you won't be able to change equipment in combat in XIV. I think SE are aware of how ridiculous the gear swapping macro thing got in XI.
Fortunately you won't be able to change equipment in combat in XIV. I think SE are aware of how ridiculous the gear swapping macro thing got in XI.
How do you know that? =P
Well you can't change your weapon when in 'active mode' so I'd assume they'd apply that across the board for all equipment. Given the focus on a hotbar instead of macros I expect that even if it were possible it may no longer be convenient.
Unless, of course, you've found something to suggest otherwise? :P
Fortunately you won't be able to change equipment in combat in XIV. I think SE are aware of how ridiculous the gear swapping macro thing got in XI.
How do you know that? =P
Well you can't change your weapon when in 'active mode' so I'd assume they'd apply that across the board for all equipment. Given the focus on a hotbar instead of macros I expect that even if it were possible it may no longer be convenient.
Unless, of course, you've found something to suggest otherwise? :P
I think that's mainly because changing weapons would make you change your class, so I don't know if you can apply that to all equipment.
If you can't have macros in the hotbar then I don't see it being likely though, yah. Can't know before we get confirmation though!
Using LOL is like saying "my argument sucks but I still want to disagree".
FF11 was as much of a flop as SWG. Yes SWG is still open too. Just because a game is still running doesn't mean it filled a niche or had any real measure of success. I believe FF11 may have had a moderate number of subs overseas, but not in the US market.
The game was horrible, and was the most un-FF like experience that could have been concieved. It was the epitome of a reskinned EQ.
The article is hilarious btw, you sat down with your friend Ganen. Wow. Journalism Fail.
~500k players up to 7 years after its launch... Yeah... *just* like SWG. lol
By the by... that you're specifically noting only the Western numbers in order to call it a "flop" did not go unnoticed, but it's also pure dishonest spin. If you're going to discuss a game based on its population, you have to include the entire population... not only the portion that suits your argument.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Fortunately you won't be able to change equipment in combat in XIV. I think SE are aware of how ridiculous the gear swapping macro thing got in XI.
How do you know that? =P
Well you can't change your weapon when in 'active mode' so I'd assume they'd apply that across the board for all equipment. Given the focus on a hotbar instead of macros I expect that even if it were possible it may no longer be convenient.
Unless, of course, you've found something to suggest otherwise? :P
I think that's mainly because changing weapons would make you change your class, so I don't know if you can apply that to all equipment.
If you can't have macros in the hotbar then I don't see it being likely though, yah. Can't know before we get confirmation though!
True, I'll try and rein in my assumptions a little... the gear-swap issue just always struck me as one of the first things SE should change. It's a big problem in XI, although it doesn't help that SE seems to itemise the game in such a way as to encourage it.
I suppose. I don't have a problem with having situational gear, but having to change your gear for every single skill or spell you used just seemed kinda crazy. I expect a lot of people liked the micro-management behind it but it just always bothered me. /shrug
Kinda late to complain about it now , and besides... if you (in general) played and enjoyed FFXI regardless.. then it was an acceptable excuse .. not an ideal one... but an acceptable one.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
I suppose. I don't have a problem with having situational gear, but having to change your gear for every single skill or spell you used just seemed kinda crazy. I expect a lot of people liked the micro-management behind it but it just always bothered me. /shrug
But again... You *don't* have to do it.
Not sure where this impression came from that it's mandatory to swap gear in FFXI and that SE has to do away with it. SE didn't introduce the idea... the players did. The game permits it, yes, but it's not "forced by design". Like many other things in the game (like Ninjas tanking...), it's something the players figured out.
If swapping out gear is something you don't like doing... then just don't do it. I can't understand why some people perceive it as this big problem? Perhaps it falls under the ever-present mindset of "how you're supposed to play the game", which is - again - a player-derived thing.
I just don't get it... people trap themselves into these routines that are entirely optional, that no one is putting a gun to their head to do... and then say that SE needs to do something about it.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Comments
Well Im not gonna bash the managing editor's attempt to create a discussion on FFXI vs XIV etc.
Nor am I going to compare the two.
I have a suggestion (or consider it an improvision , extension, what have you)
I think that FF developers should implement a system of degradeable weapons in terms of durability, integrity, etc.
Normal weapons, armor ,etc.
Medium range weapons, armor, etc.
High grade weapons, armor, etc.
Epic or superior weapons armor etc.
(I dont think that color coding or relecting what gear is normal and which is epic is necessary; that should be the mechanics of game at work ; unobserved by the gamer)
The gear degrades over time; perhaps a formula of : 'Weapon usage' - 'Number of Days' / 'Time' or something loosely related to this concept give or take.
I would also expand on this concept of maintaining the integrity of the weapon, armor, gear. to be beneficial to the notion of online gaming by its usefulness of providing a realistic approach to the wear and tear of items and allowing the game to have a realistic sense.
Furthermore I think that simply paying a vendor would not suffice to interest the gamer and with the concept of Disciples of the Land and Hand, I think the importance of these two characters would come to full circle with their skills as the backbone of repairing the gear.
(I want to add that I feel that the top 2 tiers or weapons armor and gear should diminish over time far greater than the normal and medium) considering that a person is generally at a lower level when using the lower tiers of gear thus giving a sense of the users familiarity coupled with his experience and adeptness at using the weapon. I feel that a more advanced higher lvl user would be more accurate at his swings and thus put more wear upon the gear rather than someone with a less than desirable experience level who misses more frequently , (thus reducing wear on gear etc.) . Perhaps a varaition of some sort is in order.
I would love to see gear and its somewhat limited usefulness incorporated into XIV as Ultima Online had a very elaborate design of weapon armor creation , enhancement , yet it also had its limitations in terms of usage and that kept gamers very satisfied. I think this concept coupled with the already implemented notion of XIV using a weapon system would greatly enhance this game to great heights.
I do not feel as though I am offering a completly unique idea but rather something from my own creativity as well as a recollection of my past online experiences and the direction of Square Enix's newest upcoming online game.
Please feel free to comment on my suggestions.
Well guess what bro, that's exactly what Square-Enix has in mind.
Equipment has durability, and crafters have the ability to fix said equipment.
It's a good step in making crafting more important to the game, that's for sure.
.
Thats great to hear . Im kinda touching up my post . Grammatical errors and adjusting a sentence or two.
How did you hear about durablity in game ? If you have any links regarding information on that topic or any releable source to read up on it , I would appreciate it.
I just hope that a basic piece of gear doesnt require the same amount of effort to repair that a superior piece of gear costs. Also I hope that some (not all ) gear will be infinitely repairable. That would really allow that realistic feel of using gear and the fact that it has it limitations.
Theres not much info around there, but if you want verification, here's a link to an interview:
http://www.ffxivcore.com/topic/484-exclusive-interview-with-ffxiv-producer-hiromichi-tanaka/
"Also, this time the weapons are going to be worn out, a durability system. So you will have to repair them and it will cost money."
Considering crafters can level up the same way normal classes can, it would make sense for higher level equipment to require more effort to be repaired than lower level armor. Just like the game getting "harder" at higher levels, I think that applies to crafting as well.
However, I doubt that armor can break permanently. Can't say much based on that interview though. All I know is that it's currently not implemented to the Alpha version of the game, and will be implemented at a later date. We'll find out more then.
Wow, that interview was done in August 09 and theyre only 1 month into Alpha. When do you forsee beta beginning and open beta too?
There have been some issues with the server stability so the Alpha has been delayed by a week. However, I do not see the Alpha lasting for more than a month from now. Once they have stabilized the servers and received enough feedback about the features that require testing, they will move on to the Beta Phase 1. However, I don't think the armor durability will be implemented before the Beta Phase 2 which is when the developers will start changing the game based on the feedback they received from Alpha and Phase 1 of the Beta.
Open Beta will follow after Beta Phase 2 has ended, but I do not see it lasting more than a week or two. I assume we'd hear about it somewhere in August/October, depending on how much of the game they are planning to change and how well the testing goes. Retail version will be available sometime after November, most likely.
Just to clarify, the testing happens in four stages: Alpha > Beta Phase 1 > Beta Phase 2 > Open Beta.
I'm wondering if the writer actually kept up with this game... mainly because he seems to think they are using the same world...?
As far as all of us know they are just using the same races but different everything else. I had a hard time reading the rest of the article after I read that so I just skimmed through it... couldn't see what would be interesting in an article written by someone that hasn't actually read about the game.
First of all,you cannot accept what the PR or devs say about their game in full context.Example i was led to believe they were removing levels ,when in fact nothing of the sort,all they did was call them physical levels.
The two games FFXI and FFXIV are imo quite different,the mechanics alone would mean you could not in any form at all call it an expansion,or try to make it into an expansion,it is plain and simple not the same game.
FFXI was ONLY different from most other mmorpg's on the market for a few reasons,otherwise it was the same game as the rest.The difference is of course it's sub class system,which will not function the same anymore as was in FFXI.Another major difference was it's leveling design,which was to remove the running around chasing boring NPC quests and concentrate on the fun of combat and being able to have fun utilizing your skills.The last major difference was of course a game from the ground up designed around grouping/teamwork,where as all other games are basically solo games designed to only utilize team work in instances.
FFXIV will follow the traditional questing games,that alone removes it from the FFXI mold,it is also is incorporating a pretty much solo atmosphere again copying the design of all other games,so again it removes itself from the FFXI design.In FFXIV you will be utilizing your own stat structure,this was not a part of FFXI,until level 75,when you can use xp to further build your player,FFXXIV is doing the same thing but from level 1 up,throughout the entire game.
FFXIV is a seamless world and of course FFXI is not,so again you can't change th entire make up of a game and introduce it as an expansion.Zones allow a totally different type of game play and people that understand why,know what i mean,because in FFXI you cannot run from a fight,FFXIV you can but do not have zones to run for safety.Many people used zones for strategy.
There is just TOO many other reasons FFXIV could not possibly work as any kind of expansion,so it shows people still 8 years later,do not fully understand the design of the game.Things like FFXI uses whm teleports and blm warps,FFXIV uses Aethers are everyone has Warp.FFXI uses Magic bursts,some of the skills would be over powering in FFXIV because of the ability to switch class on the fly.
Another HUGE difference is changing classes,beside the obvious weapon switch,in FFXI when you change class/job your stats change,not the case in FFXIV your stats remain.
The truth is ,graphics aside,FFXI was actually the advanced game ,far ahead of it's time,where as FFXIV is aside from graphics,going backwards in development to cater what we already have in all other games.
stat placement [nothing new]
soloing[nothing new]
questing for xp[nothing new]
instant travel[nothing new]
on the fly class change [only new idea the game is introduing]However FFXI also had class changes ,just not on the fly,it is just a different twist but same result.
Never forget 3 mile Island and never trust a government official or company spokesman.
I will say the loss of a sub-job system is the worst news ever. period.
I had hoped that, in FF14, you weapon would determine your main job and your armor, your sub,job....so some other similar paradim...but I guess that could get nuts on your inventory lol
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
You can equip any skill you've learned regardless of your current class... the new system is superior to the subjob system since you can effectively 'sub' in any combination of skills from any other classes you want.
If you want a paladin just play gladiator and equip healing magic and protect spells.
You don't *have* to swap gear before you do weapon skills... You choose to swap gear before doing weapon skills. People do that to boost the appropriate stat for the WS and then switch it back.
Don't want to swap gear before WS'ing? Then don't swap gear before WS'ing. Simple. The game doesn't force you to.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
There's some perspective required here.
FFXI was originally developed for PS2. They later decided to port it to PC as well, where it's basically emulating PS2 hardware. Thus, all the weird control setups, the heavily menu-driven gameplay, the separate foreground/background resolution settings, etc.
Could they have made a separate client specifically for PC's? Sure. But they didn't.
It wasn't the result of "poor coding" so much as it was the result of coding specific to a single console.
It also didn't take advantage of GPUs, and - like many MMOs developed around that time - uses the CPU for most of its graphics processing.
Personally, the game has always ran fine for me even at max settings and tweaked resolution via the registry, and I started on day 1 of the NA PC release.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
I know, but it's not really an acceptable excuse.
Fortunately you won't be able to change equipment in combat in XIV. I think SE are aware of how ridiculous the gear swapping macro thing got in XI.
How do you know that? =P
Well you can't change your weapon when in 'active mode' so I'd assume they'd apply that across the board for all equipment. Given the focus on a hotbar instead of macros I expect that even if it were possible it may no longer be convenient.
Unless, of course, you've found something to suggest otherwise? :P
I think that's mainly because changing weapons would make you change your class, so I don't know if you can apply that to all equipment.
If you can't have macros in the hotbar then I don't see it being likely though, yah. Can't know before we get confirmation though!
~500k players up to 7 years after its launch... Yeah... *just* like SWG. lol
By the by... that you're specifically noting only the Western numbers in order to call it a "flop" did not go unnoticed, but it's also pure dishonest spin. If you're going to discuss a game based on its population, you have to include the entire population... not only the portion that suits your argument.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
True, I'll try and rein in my assumptions a little... the gear-swap issue just always struck me as one of the first things SE should change. It's a big problem in XI, although it doesn't help that SE seems to itemise the game in such a way as to encourage it.
Depends on the point of view =p
I suppose. I don't have a problem with having situational gear, but having to change your gear for every single skill or spell you used just seemed kinda crazy. I expect a lot of people liked the micro-management behind it but it just always bothered me. /shrug
-shrug- It is what it is.
Kinda late to complain about it now , and besides... if you (in general) played and enjoyed FFXI regardless.. then it was an acceptable excuse .. not an ideal one... but an acceptable one.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
But again... You *don't* have to do it.
Not sure where this impression came from that it's mandatory to swap gear in FFXI and that SE has to do away with it. SE didn't introduce the idea... the players did. The game permits it, yes, but it's not "forced by design". Like many other things in the game (like Ninjas tanking...), it's something the players figured out.
If swapping out gear is something you don't like doing... then just don't do it. I can't understand why some people perceive it as this big problem? Perhaps it falls under the ever-present mindset of "how you're supposed to play the game", which is - again - a player-derived thing.
I just don't get it... people trap themselves into these routines that are entirely optional, that no one is putting a gun to their head to do... and then say that SE needs to do something about it.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
There are barely enough people on the FFXI servers now. When FFXIV hits the shelves I expect Square Enix to condense the servers even further.