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  1. #21
    Player TullemoreAsuraFFXI's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    148
    Character
    Tullemore
    World
    Asura
    Main Class
    DRK Lv 99
    The explanation is that you can curtail RMT with correct and intelligent interface design. At the very least this proposal will inhibit the effects of unrestrained RMT from effecting the population that are not part of the prohibited behavior.
    (0)

  2. #22
    Player Mnemnopyn's Avatar
    Join Date
    Jul 2019
    Location
    Windurst
    Posts
    4
    Character
    Mnemnos
    World
    Ragnarok
    Main Class
    THF Lv 99
    You also have to look at ease of implementation. One proposal would have pretty minimal impact, and one is a dramatic overhaul. Since the game only really has a skeleton crew right now, it seems like our odds would be better with the solution that can actually be implemented, right?
    (0)

  3. #23
    Player TullemoreAsuraFFXI's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    148
    Character
    Tullemore
    World
    Asura
    Main Class
    DRK Lv 99
    Truth be told, it's an interface concern. Character graphics, Zone graphics, storyline and enemy creation would not need to be applied in this matter. Some menus might need to be adjusted, some npc dialogue would be adjusted and items not currently listed on present auction house would have to be applied to the new warehousing style market. Their biggest challenge would be just how to manage the influx of items sold to the warehousing style market. Something along the lines of a 60 second downtime between sales of an item type may be the solution to handle the data transfers.
    (0)

  4. #24
    Player Mnemnopyn's Avatar
    Join Date
    Jul 2019
    Location
    Windurst
    Posts
    4
    Character
    Mnemnos
    World
    Ragnarok
    Main Class
    THF Lv 99
    The problem with old code like this game has is that nothing is just anything. You'd have to think about the database behind the interface, too (that would be true even for a shiny new game). Basically, you refer back to your gigantic economic overhaul all over the forums as if it was a silver bullet with no difficulty, but nothing is that easy to change, and completely redoing the entire economy isn't even a small ask. It's on the order of "make everything stack to 99" or "gimme 6 completely new jobs." Put another way, it's not a "proposal," but more of a weird Utopian dream scenario for a game that doesn't exist. Maybe put your obviously impressive imagination to work on something that's actually achievable given the status quo, instead of going for needlessly disruptive innovation labeled as "an interface concern."
    (0)

  5. #25
    Player TullemoreAsuraFFXI's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    148
    Character
    Tullemore
    World
    Asura
    Main Class
    DRK Lv 99
    ~ @ Mnemnopyn Your perception is incorrect. I have been part of FFXI since Zilart which pre-dates CoP ToAU WotG Abyssea SoA and all of the content released after SoA. Every time an expansion was implemented the AH has been adjusted, the vast majority of version updates have adjusted the AH. Dynamis {D} saw a moderately robust adjustment for the AH adding listings for it's implementation. NPC regional vendors already adjust pricing based upon character fame. NPC guild vendors already adjust pricing based upon inventory amounts. There is nothing gigantic about these reforms. Large; yes quite possibly. Difficult; absolutely not. Time consuming for SE staff, yes quite possibly. Needlessly distruptive, absolutely not, as it very much would be disruptive to dishonorable and prohibited activity and that in fair truthfulness is what FFXI needs to retain and grow subscription numbers. Overall, the implementation of these reforms would be trivial compared to an expansion pack addition or a content release on the scale of Dynamis {D}.
    (0)

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