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Optional Fee based Storage ExpansionFollow

#1 Jun 30 2016 at 3:38 AM Rating: Excellent
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PlayOnline wrote:

In the July version update, we will be introducing Mog Wardrobe 3 and 4 as new optional fee-based storage systems.

We've heard from many of you that your bags are getting to be a touch cramped, and hope that the introduction of these optional, fee-based wardrobes will ease the burdens of adventurers who play a variety of jobs with large amounts of equipment.

Once again, these systems will be coming to Vana'diel in July.

Read on for details.

http://www.playonline.com/ff11us/index.shtml
#2 Jul 01 2016 at 4:38 AM Rating: Decent
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#3 Jul 01 2016 at 9:15 AM Rating: Good
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#4 Jul 01 2016 at 9:41 AM Rating: Decent
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Welp.

It's now or never for those babies.
#5 Jul 01 2016 at 10:11 AM Rating: Decent
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Considering based on reports the Mog Station pulled in QUITE a lot of money, I'm not surprised SE would do this.

However it's still fairly funny they can directly increase our inventory in XI but XIV seemingly has to wait until an expansion. I fear for my gear swaps with this 3&4 MW though.
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#6 Jul 02 2016 at 8:12 AM Rating: Decent
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I've had enough experience with this game to know never to believe them when they say they cannot do something.

They're pretty much like the Goblins. "We'll like ya... for a price."
#7 Jul 03 2016 at 9:58 AM Rating: Decent
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Indeed, that's why while I know from first hand design experience the consoles are limited, it's not so to the point they can't do the basics. That's why I'm not really too worried about these optional services in XI since they gave us what..

Mog Satchel (Token), Mog Sack (Free), Mog Case (Free) Mog Wardrobe (Free) Mog Wardobe 2 (Free and realistically not needed unless you play everything to 100%), Mog Safe 2 (Floor 2+Patio extension: Free)...all when they said "PS2 limitations" in place of "No don't want to do that right now."

So honestly, them catching a few extra $ here and there is always a good thing since the MW 3 and 4 are as optional as it can be but for people who are terrible at inventory management (like me) it could be a god send for equipment sets lol. Heck it could even signal a monthly fee drop since that extra $ could be similar to how despite my sub fee if I didn't use left over crysta is $9.99 a month, 2 extra retainers basically brings me to the standard monthly fee of XIV.

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#8 Jul 04 2016 at 8:16 AM Rating: Decent
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I agree.

It isn't "$2 for Double CP permanently" or "$4 for higher chance on augments with all stone types". It's extra inventory for those that are either bad at managing their equipment inventory or would rather just not have to shuffle things around so that can gear up another job on the fly.

I doubt I'll pay for it, but as far as opening gambits this one isn't really that bad.
#9 Jul 04 2016 at 8:20 AM Rating: Good
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Heck it could even signal a monthly fee drop...


Smiley: lol

If the cessation of major development didn't do that... this sure won't.

Edited, Jul 4th 2016 9:21am by Callinon
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#10 Jul 05 2016 at 11:11 AM Rating: Decent
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I agree with Theonehio's basic premise, that we have gotten quite a bit of storage add-on to this point without additional fees. I am not surprised and if the additional revenue makes it more attractive for SE to keep FFXI running, so be it.

Quote:
Mog Safe 2 (Floor 2+Patio extension: Free)

However, I don't believe the Patio can be considered an extension, it was simply a redress of the second floor.

Quoting from the FFXI Wiki:
http://ffxiclopedia.wikia.com/wiki/Mog_Patio_design_document
Quote:
Despite the language in the item, this does not construct a patio in addition to the second floor. No additional storage is provided.


Player forum notes:
http://forum.square-enix.com/ffxi/threads/50418-Mog-Patio

Edited, Jul 5th 2016 1:15pm by dmercure
#11 Jul 05 2016 at 11:56 AM Rating: Good
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If they were being more aggressive about content development and other in-game issues, like others, it probably wouldn't bother me so much. The thing with recent inventory developments is it sounds like they got a new guy to look at all the code and figured out how to do things differently and/or more efficiently, which isn't unheard of as programming ages. Whether or not this translates to a literal need for new hardware or greatly increased server strain is the unknown, but I'm not terribly inclined to agree that the case.

Otherwise, inventory clogging is basically a problem of SE's making. I know some people seem to like the situational nature of gear swaps, but if they sat down and figured out ways to better consolidate items to meet a given job's needs, you suddenly wouldn't need 3+ pieces for a given slot. Kissing the random augment BS goodbye en lieu of selected mods would also be a step in the right direction.

In terms of populations, I can understand why they don't merge servers given limited pseudo-instancing, but I still say they need to work on some cross-server functionality and/or eliminate the world transfer fee. That way people are better served in finding a place that works for them so they could actually do the non-solo content with a higher degree of reliability.
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