View Full Version : No Salvage Fixes until after march of next year? Camate tell me it isnt so.
Staren
10-20-2011, 08:46 PM
You've promised us salvage updates for a while now and we're not seeing them on your road map at all. Which means we wont see a fix to salvage for over 5 months. This can't be serious. I hope this was overlooked. For people working on mythics this is the only way we can have alexandrite coming into the market that we can add to our horde of rocks. Its horrendous with the lack of attention to salvage already. Talk about killing people's hopes and dreams that there would be a light at the end of the tunnel. Please Camate tell me this was an oversight and they just forgot to include it.
MDenham
10-20-2011, 11:41 PM
Eh, there's a couple of possibilities for why it's not in the list:
1) Nyzul basement floors (coming in December) will hand out alexandrite; or
2) the new Magian trials and/or Synergy additions (November) will include some that involve Salvage gear.
Either of those would potentially bring more alexandrite into the system without adjusting Salvage's drop rates.
Xellith
10-20-2011, 11:59 PM
1) Nyzul basement floors (coming in December) will hand out alexandrite; or
2) the new Magian trials and/or Synergy additions (November) will include some that involve Salvage gear.
Either of those would potentially bring more alexandrite into the system without adjusting Salvage's drop rates.
Those are test server dates. Not actual server dates. Those updates will be later than the roadmap dates. Probably by about 5 months.
MDenham
10-21-2011, 12:13 AM
Those are test server dates. Not actual server dates. Those updates will be later than the roadmap dates. Probably by about 5 months.More like by about a month, if the test server cycle keeps to the same pace it's started at.
So January and December instead of December and November for live dates on these - but the complaining for Salvage updates can start in December anyway from people on the test server if they're not implementing either of those.
Alhanelem
10-21-2011, 12:49 AM
Those are test server dates. Not actual server dates. Those updates will be later than the roadmap dates. Probably by about 5 months.
The first test server session didn't take 5 months. Expect a month of lag at most, unless testing needs to be extended.
Juilan
10-21-2011, 01:27 AM
We should take Camate hostage until the devs meet our salvage demands, now to check if the JPs are complaining about the same thing so i can comment over there
Hashmalum
10-21-2011, 01:42 AM
We should take Camate hostage until the devs meet our salvage demands, now to check if the JPs are complaining about the same thing so i can comment over thereBut the devs don't actually care about Camate, if they did they wouldn't give him such ridiculous news to bring back to the players ;) Better to kidnap the coffee boy for the secretary for the 2nd assistant subscenario director of Final Fantasy XIV, that will get the attention we need!
Staren
10-21-2011, 01:53 AM
I need a 99% meme with Tanaka holding it up. Pretty much agree with Hashmalum we'd need to do something to threaten the progress/release of FFXIV to get any attention from them at this point. Camate really doesnt have an easy job. He has to come into work everyday and read his emails and just jaw drop at what they want him to tell us.
Rexen
10-21-2011, 02:53 AM
It's not Salvage that needs to be changed imo, the event is fine as it is and it's easy enough to get any armor from there, with the only challenging piece I could think of being 35 Skadi's body. What needs to be changes is people's incentive to do it to increase supply and they might have that though the proposed Magian or Synergy augments that have been mentioned like someone said.
Leonlionheart
10-21-2011, 04:47 AM
They can't likely make a 75 content event have the best gear anymore (other than Mythics) without increasing the difficulty of the event.
If an event doesn't have at least situational gear then no one will do it.
That being said it's beyond me how one of the most popular endgame events at 75 isn't high on their priority list...
Greatguardian
10-21-2011, 05:01 AM
They can't likely make a 75 content event have the best gear anymore (other than Mythics) without increasing the difficulty of the event.
If an event doesn't have at least situational gear then no one will do it.
That being said it's beyond me how one of the most popular endgame events at 75 isn't high on their priority list...
I'm more concerned about why Salvage isn't higher on more player's priority lists. It was easily the most fun event in the game at 75 cap, but because it was a hardcore event you didn't see many casual players having the opportunity to do it. Now, any group of casual players can do Salvage - and it's still fun and rewarding for them (since it's not like casuals are rocking better stuff than usukane/ares/skadi/morrigan's/marduk's anyways).
This is the time for people who have never had anything more exciting to do than EXP, Dynamis, and Limbus to get up and go do all the fun events that HNM players hogged to themselves for all those years.
Leonlionheart
10-21-2011, 09:48 AM
I'm more concerned about why Salvage isn't higher on more player's priority lists. It was easily the most fun event in the game at 75 cap, but because it was a hardcore event you didn't see many casual players having the opportunity to do it. Now, any group of casual players can do Salvage - and it's still fun and rewarding for them (since it's not like casuals are rocking better stuff than usukane/ares/skadi/morrigan's/marduk's anyways).
This is the time for people who have never had anything more exciting to do than EXP, Dynamis, and Limbus to get up and go do all the fun events that HNM players hogged to themselves for all those years.
It's still not an event a group of 3 new players can delve into though, you need some serious experience in the event to successfully farm 35's and get to the boss in time to kill it (not hard if you know what you're doing, but can you imagine if some players who have only skimmed wiki and never done the event tried it?). It's a very daunting task to ask of casuals in the end
Malamasala
10-21-2011, 03:13 PM
Salvage is the worst content ever made. The fact that they even think of working on it again is a sign that the developers rather listen to insane advices than good ones.
Shoko
10-21-2011, 07:35 PM
Salvage is the worst content ever made. The fact that they even think of working on it again is a sign that the developers rather listen to insane advices than good ones.
Sometimes I read your comments, and wonder where you get such silly ideas from. Drop rates aside, Salvage has to be one of the best content ever next to Limbus. Both events, allowed for short(er) and more simple risk:reward runs than what Dynamis used to be, sky, most of sea, and camping NMs day in and day out. It was definitely more challenging than most other events, but that only lied in the previous play style without the first cell box.
I'ma go on a limb and say you've never really taken Salvage seriously at any point in time in FFXI.
tyrantsyn
10-21-2011, 11:39 PM
Salvage is okay, I can't stand the cell system tho. What really gets to me is walking out of salvage with enough cells to unlock all of your gear and abilities again and not being able to use them on the next trip. Seems kind of silly to even let you zone out with them in the first place. If anything i'd like to see this address in some kind of way.
Winrie
10-22-2011, 01:23 AM
Salvage is the worst content ever made. The fact that they even think of working on it again is a sign that the developers rather listen to insane advices than good ones.
And to retort anyone listening to your guidelines of crappy content on a development side need to stay away from my game, salvage was quite possibly the most challenging dose of content of the past age, and hopefully comes back with even more challenges and top tier rewards.
FrankReynolds
10-22-2011, 01:34 AM
Salvage is super annoying. the whole point system involved in nyzul Isle is poorly made, and events where they impose level/gear/subjob limitations suck ass. Most people did it ONLY for the gear, and hated every minute of it.
Ragni
10-22-2011, 01:41 AM
I enjoy salvage. I like it. They should give more zones to clear or just add second tier to each remnant. People who say its annoying or something go play WoW seriously lol - stop QQ already, FFXI is on good way to have more fun!
FrankReynolds
10-22-2011, 01:44 AM
It is annoying. WTF does WOW have to do with this? You stop QQ. I hope they take away everything you love about Salvage, and make it a soloable event with crazy high drop rates like abyssea. :P
Ragni
10-22-2011, 01:50 AM
You are QQing atm because its annoying and hard for you lol, its not. Just need to learn how to play. WoW is game for casuals and kids, that's why i connected with this lolWoW.
FrankReynolds
10-22-2011, 01:53 AM
You are QQing atm because its annoying and hard for you lol, its not. Just need to learn how to play. WoW is game for casuals and kids, that's why i connected with this lolWoW.
l
I have 2 characters with BB Monk, and a 3rd character with 95 red mage and white mage. I can pretty much solo the whole thing. Salvage is like waiting in line at the DMV. Not hard. Just annoying.
Vicious
10-22-2011, 02:36 AM
Maybe it would be less annoying if you took better jobs?
MDenham
10-22-2011, 02:38 AM
Maybe it would be less annoying if you took better jobs?Never mind that a monk, black belt or not, could probably solo 90% of Salvage anyway.
Salvage's downfall and ultimate roadblock was the assault point requirements. It wasn't nearly as widespread and popular as people think. And it's still horribly limiting now even with the new 500 points cost. That's ultimately why I never did Salvage, because I NEVER could get enough people doing assaults to gather points for it. Great for hardcore players that could team up and restock their assault points, terrible for everyone else after assaults went the way of the dinosaurs.
I'll even go so far as to say that I approve of the system. I like that it always makes assaults relevant to do. But it's content for hardcore players. Just how it is. They need content to cater to them, too. And Salvage is about as hardcore as you can get. Even if casuals could enter freely I imagine they'd have a really hard time keeping interest in doing it.
And I still need assaults done to get cpt rank. Know how many assault shouts I've seen since the moment Visions of Abyssea was released? Yeah. I can't count the shouts on one hand. Eff ever getting cpt rank, that's for sure. LOL at the idea of ever doing Salvage on a regular basis. But alas I'll keep trying to find people to team up. And I'm sure I'll continue to see the same factor as always putting an end to those attempts: End game schedule conflicts.
Byrth
10-22-2011, 02:56 AM
Salvage was always fun. Reduce the entrance requirements (to 1 person), up the Alexandrite drop rate (linen pouches off any chariot, for instance), and boost the Salvage set stats (just double everything, npnp) and the event will be popular again.
Alhanelem
10-22-2011, 02:59 AM
Never mind that a monk, black belt or not, could probably solo 90% of Salvage anyway.Actually salvage was very accomodating of varying jobs. I had more oppertunities to use most of the jobs I play there than anywhere else before it came out. PUP was very strong in salvage because the automaton didn't need gear unlocks to function at near full capacity, for instance. Granted if people wanted to do stuff faster they'd usually just add more MNKs but you could use a wide variety of job combinations for specific salvage paths without it being a handicap. Not needing a proc system for job variance, now those were good times.
MDenham
10-22-2011, 03:16 AM
Actually salvage was very accomodating of varying jobs. I had more oppertunities to use most of the jobs I play there than anywhere else before it came out. PUP was very strong in salvage because the automaton didn't need gear unlocks to function at near full capacity, for instance. Granted if people wanted to do stuff faster they'd usually just add more MNKs but you could use a wide variety of job combinations for specific salvage paths without it being a handicap. Not needing a proc system for job variance, now those were good times.Well, yeah. I was referring more to the person saying "you need to take better jobs" when the guy already has a monk, which does quite well in Salvage.
In other words: clearly no, he does not need to take better jobs for Salvage. :D
Vicious
10-22-2011, 03:16 AM
Never mind that a monk, black belt or not, could probably solo 90% of Salvage anyway.
Yeah, MNK wouldn't have trouble with the 12 gear rooms, or the Discoid chariot, or Charm...
MNK MNK RDM-WHM can do most of it just fine, but what's the point without a THF? Hence why he probably finds it irritating.
Make Linen pouches 100% from boss chariots, low droprate from NMs, Alexandrite problem solved.
MDenham
10-22-2011, 03:26 AM
Yeah, MNK wouldn't have trouble with the 12 gear rooms, or the Discoid chariot, or Charm...At the risk of sounding like I'm promoting a really stupid idea, MNK/SMN could probably handle the Discoid chariot, depending on gear.
However, the point's moot since you have to bring two other people along anyway.
Vicious
10-22-2011, 03:30 AM
Solo runs have always been possible, so it's not moot.
They could survive it once, twice with a ton of meds, but after that they're toast. I'll stick to Migawari thanks xD
Byrth
10-22-2011, 03:33 AM
However, the point's moot since you have to bring two other people along anyway.
You don't actually have to. If one of the three people happens to DC after you've hit "enter" for the zone and before you've zoned in, they won't be transferred inside and you'll end up with fewer than 3 people. Their permit also will not disappear.
Hammerblow -> Powderkeg -> GG3 -> some gears -> Boss is a very easy dualboxed Salvage run, if the third person happens to DC. Here is a guide. (http://wiki.bluegartr.com/bg/Silver_Sea_Remnants_Guide)
Monchat
10-22-2011, 03:40 AM
hammerblow > powerdeg >GG3 > turtle was possible 4 man at lv 75. GG3+turtle was possible 3 man at 75. turtle was possible 2 man at 75. many options now at lv 95 a duo dd+healer can clear everything.
Monchat
10-22-2011, 03:44 AM
Salvage's downfall and ultimate roadblock was the assault point requirements. It wasn't nearly as widespread and popular as people think. And it's still horribly limiting now even with the new 500 points cost.
Assault pointhave always been easy. For the starting people, 3 man tier 1 assault with chest ( golden savage) could be done by any trio for 1k point each. Then for advanced ranks there was red versus blue that rewarded 1800 point as a trio. salvage point was extremly easy... people like you wanted to find excuses to not do it lol.
Seriha
10-22-2011, 03:47 AM
Salvage was a terrible event first for the cell system, but second, and as an extension of that, basically penalized you for taking a larger group through cell rarity/bad luck. Nothing screams fun like an event that can leave people standing around naked/locked out of the majority of their gear with nothing to do for 20+ minutes along with the job discrimination such a system yielded. Add a dash of terrible drop rates and some rare spawn NMs and you basically get the cherry on a grind sundae with RvB runs for assault points as sprinkles.
Overall, I'm for more sources of Alexandrite (Or, hinthint, reducing that requirement to like 5-10k), but I just can't see the system getting the overhaul it needs to gain a mainstream appeal (nix the cell system, change NMs related to their conditions, unconditional daily entry, fix Rampart NMs, better drop rates). And I'm sure wiggling hard mobs within the current would throw off a lot of mechanics/tactics and piss some people off. If they decide to go the length of creating entirely new areas, then at that point, just let it be Dungeon Crawling or whatever fancy name they want to give it with Alexandrites being found there. Dynamis this is not.
Alhanelem
10-22-2011, 04:04 AM
The cell system is what made salvage interesting, not terrible.
Bayohne
10-22-2011, 04:06 AM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.
Alhanelem
10-22-2011, 04:29 AM
Honestly, simply due to storage issues, it makes a lot more sense to reduce the quantity needed than to increase the supply. But whatever, We'll take what we can get, I guess.
CrystalWeapon
10-22-2011, 04:44 AM
Now that Camate is safely in an unspecified location and can't be taken hostage...
You say that as if taking you hostage isn't a viable option >;3 *cocks gun*
Being serrious for a second, what about the changes to the way tags work? IIRC something was said about them recharging faster, or being able to hold more, or something along the lines of changing it so you could do assaults/nyzul more often. I'm too lazy to try to find the post on it, but I was wondering if something was still in the works.
Babekeke
10-22-2011, 04:47 AM
Honestly, simply due to storage issues, it makes a lot more sense to reduce the quantity needed than to increase the supply. But whatever, We'll take what we can get, I guess.
This could easily be solved by adding 100 pieces like with dynamis. 100 pieces that can stack to 100 vastly reduces the number of inv slots required.
However, they did mention upgrades to the porter moogle system, so possibly this will include the storage of alexandrite. (though not much help when you come to remove all 30000 pieces and need the free inv slots for them)
Alhanelem
10-22-2011, 04:56 AM
porter moogles store gear, not material items. An expansion very most likely simply means more gear that can be stored, e.g. a new slip for voidwatch gear.
Aemora
10-22-2011, 05:05 AM
The reason they will never do a Voidwatch Slip is because you know, there'd be no need for it because like, you need to GET the items before you can store them, and the drop system on Voidwatch is terribad.
Washburn
10-22-2011, 05:25 AM
This could easily be solved by adding 100 pieces like with dynamis. 100 pieces that can stack to 100 vastly reduces the number of inv slots required.
However, they did mention upgrades to the porter moogle system, so possibly this will include the storage of alexandrite. (though not much help when you come to remove all 30000 pieces and need the free inv slots for them)
store til you hit 30,000 then receive back a Cat's Eye. That'd work.
Falseliberty
10-22-2011, 07:30 AM
I thought salvage was a fantastic event for its time BUT
I payed 16M for my skadi body... 16M
SE didnt fix the problem with Imperial wootz ingots until the event didnt mean anything anymore
Monchat
10-22-2011, 10:27 AM
I think I was doing 1 khroma ore from 1 hour of mining with my mule so bodies werent that bad if you didnt have monney. Same for the hands ( 2-3 logs per hour in mamook, or just farm soulflayer staves), and for head there wa a 100% drop KSNM.
Catsby
10-22-2011, 10:35 AM
Let's just hope they don't funnel all the new *** into ToM. I have have kill some random mob XXX times or turn in XXX items to upgrade my gear I'm going to flip a table.
Yarly
10-22-2011, 10:57 AM
They need to add the proc system to Salvage and increase the mob levels. That will make things fun again. Look at the success Dynamis is having. People are soloing/lowmanning their own relics now with ease. Fix Salvage like that and update the gear please. :)
MDenham
10-22-2011, 11:40 AM
I dunno, I wouldn't mind seeing a proc system in Salvage that gives you the option of, for each mob, either speeding up cell and/or gear drops or causing it to drop more alexandrite (but you can't get both procs on a single mob).
(And as far as what I mean by "causing it to drop more alexandrite": guaranteed single + chance of a second on mobs that don't currently drop, cotton pouch on mobs that currently drop singles, linen pouch on mobs that currently drop cotton pouches, and a new "silken coinpurse" - 200~300 alexandrite - from chariots under the effect of this. Enjoy your cheaper mythics - up until they start using alexandrite as part of the cost of upgrading Salvage gear.)
Insaniac
10-22-2011, 11:59 AM
NO MORE PROCS PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Leonlionheart
10-22-2011, 12:02 PM
I've had it with procs, forever.
I want to go back to ripping *** apart without a care in the world
noodles355
10-22-2011, 12:53 PM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.Will any of the new synergy recipes added with the cap increases include salvage gear?
Elexia
10-22-2011, 03:17 PM
go die in a fire
It would suck to have to do things with people, I know.
Suirieko
10-22-2011, 03:23 PM
They need to add the proc system to Salvage and increase the mob levels. That will make things fun again. Look at the success Dynamis is having. People are soloing/lowmanning their own relics now with ease. Fix Salvage like that and update the gear please. :)
Actually nixing the procs would make dynamis even better. The changes to Dynamis made relics more reasonable to do. Procs, however, are just an unnecessary task to make this more work.
The only thing I can understand about it is that it is something that encourages having more people to help you out with.
noodles355
10-22-2011, 03:28 PM
The people who *** about salvage are those who couldn't or wouldn't do it at 75 (they probably didn't try hard enough), and haven't tried it since. Actually, it's the same people who *** about any remotely challenging content, or content that whilst easy does actually take a bit of communication.
Current salvage at 95 is easy to do with a few friends (it might take a few runs to learn it and get used to calling cells, but just don't cry because you can't do it perfectly immidiately), it's actually pretty fun when you do it with 2-3 other friends, and some of the drops are still very good, or even best in slot for certain circumstances even at 95. Usu feet are used in the best TP setup for Nin, Morri Body is still the best Rdm nuking body, Ares cuirass is the best Torcleaver body, Skadi feet have +12% movement, good whilst waiting for fuijin boots to not drop, or for bst who don't have muh else, marduk body is still a great FC piece for whm, skadi hands are still great WS hands for cor. They hardly cost anything to upgrade now, and you should be getting at least 50 alex a run which is about 500k split between you.
People who complain about salvage being a bad event are either people who struggled at 75 and don't want to give it another shot, or just terrible players.
Leonlionheart
10-22-2011, 03:39 PM
It would suck to have to do things with people, I know.
Because procs means you have to do stuff with people, like you totally didn't do stuff with people at 75 when there weren't any procs.
Suirieko
10-22-2011, 03:49 PM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.
I'm just hoping that the availability of Alexandrites will very significantly increase is that is the case. Even originally, when Salvage was the big thing, MYthics were still unreasonable to do, especially due to the Alexandrites. Now it's even more unreasonable to do and the price for Alexandrites are ridiculously high.
Back then, the difficult of obtaining Alexandrites were even more difficult than Dynamis currencies, obviously, nowadays, it's beyond ridiculous. Especially given the fact that 30,000 Alexandrites is only one part of the quest, which honestly made this even more unreasonable.
It's great that Alexandrites would be dropping in Nyzul I've been wanting this for a long time, seeing it'll go hand in hand with the Nyzul token requirements. However, my main concern is whether this will interfere with the main Nyzul goal or not, but I guess in the end we'll see.
Shoko
10-22-2011, 10:33 PM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.
About damn time! Now should tell when abouts you plan to do these updates! Now I can store money in peace and now blow it crazy on 15k alex...
Falseliberty
10-23-2011, 12:52 AM
bleh i remember when they announced dropping the cost of the dyna glass from 1M to 500k it had the opposite effect everyone and there mom all of a sudden thought they could build a relic, at least on my server thats what happend
Alhanelem
10-23-2011, 12:54 AM
NO MORE PROCS PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Best post EVER
Eldelphia
10-23-2011, 04:00 AM
Alexandrite prices need to be fixed fast. They're hitting 20k per piece on several servers. 600m is the price of three relic weapons. Add in the fact you need all this other work to complete a mythic it's beyond ludicrous.
Without incentive to do Salvage, or additional supply this situation is not going to improve. You might as well write mythics out of the game honestly. I have a good proportion of the requirements for a mythic complete and all of the rest are within my grasp except for the alexandrite portion.
The supply is not high enough, the interest in Salvage for many people is not high enough. I love Salvage but even my group is now struggling to maintain momentum.
Please let us know
a) whether we really are going to be able to upgrade Salvage gear and (if so)
b) when that is likely to happen. Right now, it looks like not until next summer. If the upcoming new magian trials include it, please let us know.
I'm utterly sick of being a WHM right now in terms of rare weaponry. I have my Surya's staff +3 and that is great. But the mythic weapon is irrelevant to my job. WHM are not DD. We can (and do) mess around and DD but that is not our required role. I have a gambanteinn, over halfway to 85. It's a personal trophy piece. Yagrush is not. Yagrush is useful and inaccessible.
I'm not adverse to farming, I'm not adverse to spamming events but the Alexandrite component of the mythic is ridiculous. Alex needs to be in such plentiful supply that you're buying it for less than 1k a piece. Even at 1k that's 30m gil.
Mythics aren't about hard work, right now they're about RMT or extreme selfishness/devotion.
svengalis
10-23-2011, 12:56 PM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.
Nice to hear.
svengalis
10-23-2011, 12:57 PM
Alexandrite prices need to be fixed fast. They're hitting 20k per piece on several servers. 600m is the price of three relic weapons. Add in the fact you need all this other work to complete a mythic it's beyond ludicrous.
Without incentive to do Salvage, or additional supply this situation is not going to improve. You might as well write mythics out of the game honestly. I have a good proportion of the requirements for a mythic complete and all of the rest are within my grasp except for the alexandrite portion.
The supply is not high enough, the interest in Salvage for many people is not high enough. I love Salvage but even my group is now struggling to maintain momentum.
Please let us know
a) whether we really are going to be able to upgrade Salvage gear and (if so)
b) when that is likely to happen. Right now, it looks like not until next summer. If the upcoming new magian trials include it, please let us know.
I'm utterly sick of being a WHM right now in terms of rare weaponry. I have my Surya's staff +3 and that is great. But the mythic weapon is irrelevant to my job. WHM are not DD. We can (and do) mess around and DD but that is not our required role. I have a gambanteinn, over halfway to 85. It's a personal trophy piece. Yagrush is not. Yagrush is useful and inaccessible.
I'm not adverse to farming, I'm not adverse to spamming events but the Alexandrite component of the mythic is ridiculous. Alex needs to be in such plentiful supply that you're buying it for less than 1k a piece. Even at 1k that's 30m gil.
Mythics aren't about hard work, right now they're about RMT or extreme selfishness/devotion.
I guess you missed Bayohne's post. A fix is coming but not for another 6 months.
Felren
10-25-2011, 05:21 AM
I just looked back and saw notices of making mythic weapons easier to obtain back in mid march.
I can understand revamping an endgame area like salvage could take awhile, but why not apply band-aid fixes to adjust drop rates instead of make your player base wait nearly a year for major changes when your game is slowly dying? The old code is crappy and all, but there is no freaking way that it would take long at all to just double the drop rate of alexandrite from mobs.
Alhanelem
10-25-2011, 05:44 AM
Because applying those band-aid fixes would delay the implementation of the more permanent solution.
Dohati
10-25-2011, 07:18 AM
Now, any group of casual players can do Salvage - and it's still fun and rewarding for them (since it's not like casuals are rocking better stuff than usukane/ares/skadi/morrigan's/marduk's anyways).
I resent that. I duo almost everything with one other guy since we don't have the free time for an endgame LS, and we have a fair amount of empyrean armor+2. "Casual" doesn't neccessarily equal crappy.
Juilan
10-25-2011, 08:11 AM
Now that Camate is safely in an unspecified location and can't be taken hostage...
Glad you read my post. If he was taken hostage though he'd be treated well :p Hopefully the devs would care about him... And I've yet to notice things about alexdrite on the JP boards :p
Greatguardian
10-25-2011, 08:27 AM
I resent that. I duo almost everything with one other guy since we don't have the free time for an endgame LS, and we have a fair amount of empyrean armor+2. "Casual" doesn't neccessarily equal crappy.
Even I play "casually", maybe 4-5 hours a week on weekends only, but there are very different connotations that you have to apply to the word when dealing with an environment like this forum. Calling a player with +2 armor and/or an Empyrean "Casual" on these boards is tantamount to blaspheming and I do not have the patience to deal with it.
Alhanelem
10-25-2011, 10:15 AM
Calling a player with +2 armor and/or an Empyrean "Casual" on these boards is tantamount to blasphemingNo, it's not. "Casual" versus "hardcore" is only a matter of the time spent, not a measure of skill level. Being a "casual" player doesn't mean you're a bad player.
Leonlionheart
10-25-2011, 06:48 PM
No, it's not. "Casual" versus "hardcore" is only a matter of the time spent, not a measure of skill level. Being a "casual" player doesn't mean you're a bad player.
as this is true, even casuals get emps now. Having an emp is like having a perdu weapon or hagun at 75, takes about the same amount of time.
not that they always know how to use them
Greatguardian
10-26-2011, 12:32 AM
No, it's not. "Casual" versus "hardcore" is only a matter of the time spent, not a measure of skill level. Being a "casual" player doesn't mean you're a bad player.
Oh hay. Yes. I know that. The question becomes public perception and how the audience you're posting to determines what connotations you assign to things.
90% of the typical readership of this board would be up in arms calling me full of crap if I said a Casual player could have multiple Empyreans and +2 armor. Basically, they'd refuse to believe that I exist :(
DrForester
12-31-2011, 02:42 PM
Increasing the availability does help, but I think that they've forgotten what Mythic weapons were supposed to be about when first announced. It was supposed to be a series of lengthy (and difficult) quests to get relic level weapons, as an alternative to the money sink that was required for relics. It just isn't practical to complete the Alexandrite stage without buying a lot of it when the average run might yield 300 pieces (and that's being very generous), and then that's split between at least 3 people.
As it stands, the Mythic weapons include a single stage (actually, a quarter of a single stage if you think that Alexandrite is just part of a bigger quest) that is equal to the entire path for relic weapons. In addition to the Alexandrite stage, there are numerous other quests that include at least 6 months of Einherjar runs, several months of Nyzul Isle runs, redoing all assault missions, and a LOT of zenny farming. Now don't take this as a complaint of these requirements. I actually enjoyed the quests, and find them entertaining (certainly more than handing a gob stacks of ancient currency). I also understand that the entire point of Mythic and Relic weapons is to reward a huge time investment from the players. I just think the purpose of the mythic weapon has been lost, that being, obtaining a very nice item though methods that weren't "have a buttload of gil" and instead "put in a buttload of time.
These would be my recommendations for fixing mythics.
1. Increase Alex Drop Rates, and availability (in addition to announced methods)
--make Pouches a 100% drops from NM's and/or pouches have a fixed 25 and 99 piece drop.
--Add alexandrite to dynamis.
--Introduce a 100 piece
2. Lower the amount needed
To complete a relic, one only needs to hand in a minimum of 17,500 (max 19,300) pieces of currency, and that's not including the nice 3,000 piece refund at the end. If you include that 3,000 piece refund at the end, the Alexandrite part of the mythic quest line is double that of the entire relic line. And that's only a fraction of the overall quest line for a mythic weapon. These weapons are pretty much equal to the relic weapons (admittedly, there are some weapons in both relic and mythic categories that are much more suited to certain jobs, but on the whole, these weapons can be considered on par with each other), the output needed to get them should be comparable. The requirement really should be only 10000 or even less. Assuming the high 300 piece a salvage runs, and 3 people doing it, all trying to get a relic, that's still 100 days of work doing 1 run a day.
3. Little more radical, but going back to the time requirement needed to complete the Einherjar stage, and the Nyzul isle stage, as well as othter requirements, just give players a choice. Complete three of the four requirements for the "Duties, Tasks, and Deeds" quest (look at that Square, there's three things mentioned in that title, be perfect to only have 3 requirements!). Skip the Alexandrite stage all together if you complete the other three requirements for the quest (or skip one of the other ones. lets say you cant get a group to do Einherjar for 6+ months). Keep in mind that's only altering part of one stage. Players still need to complete the other quests required for the weapon, as well as the very time consuming parts of quest 2.
svengalis
01-01-2012, 04:42 AM
You are QQing atm because its annoying and hard for you lol, its not. Just need to learn how to play. WoW is game for casuals and kids, that's why i connected with this lolWoW.
And ffxi isn't ATM?
BlackWhirlwind
01-09-2012, 12:51 PM
Dear SE Dev Team,
Please make Salvage gear upgradable through magian trial like you did for relic armor, You will make me a very happy customer if this is done :)
Sargent
01-10-2012, 03:26 PM
Dear SE Dev Team,
Please make Salvage gear upgradable through magian trial like you did for relic armor, You will make me a very happy customer if this is done :)
Since they did this with Relic Armour and presumably Nyzul Armour (since that goes to +5), I think it's safe to assume SE will make Salvage gear enhanced though Magian Trials. They just need to roll on the Salvage adjustments...
saevel
01-11-2012, 12:34 AM
Dear SE Dev Team,
Please make Salvage gear upgradable through magian trial like you did for relic armor, You will make me a very happy customer if this is done :)
They'll do it, but don't expect the stats to be any better then your emp +2 set. This is the old FFXI devs back, the ones that gave you years and years of side-grades.
Quiznor
02-14-2012, 11:01 AM
Now that Camate is safely in an unspecified location and can't be taken hostage...
When the recently revealed roadmap didn’t mention the renewal of Salvage there was some concern on how to obtain alexandrite, so we'd like to provide details on what we're planning. Our plans to renew Salvage haven't changed, but they aren't set to take place until six months from now.
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content. We also don't have any plans on lowering the amount of alexandrite necessary to create mythic weapons.
We plan on moving forward with development as stated above, so please continue to provide us with your feedback.
Nyzul Isle Investigation content hit the game today,so far there has been reports of no salvage alexandrite drop rate changes AND there was no info posted in update notes. :(
Nightfyre
02-14-2012, 11:23 AM
From his post, we're still a couple months away from any Salvage updates. If I remember right they're also behind on their roadmap, so probably tack on another month or two after that.
Quiznor
02-14-2012, 01:34 PM
From his post, we're still a couple months away from any Salvage updates. If I remember right they're also behind on their roadmap, so probably tack on another month or two after that.
I'm more interested in the fact it was said it would be introduced the same time as new nyzul isle,which we got earlier tonight.
Kimble
02-14-2012, 05:30 PM
I'm more interested in the fact it was said it would be introduced the same time as new nyzul isle,which we got earlier tonight.
I don't recall that ever being said.
Helel
02-14-2012, 07:06 PM
I don't recall that ever being said.
I know reading 3 posts above yours is hard but here it is again:
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage and adding NMs that drop alexandrite in Nyzul Isle when we renew the "Nyzul Isle Investigation" content.
They clearly stated that they planned to adjust the drop rate of alex in salvage "when we renew the nyzul isle investigation content." They also clearly stated that the increase in alex drop rate would happen before the salvage renewal.
They lied :/
Kimble
02-14-2012, 07:11 PM
Not the first time SE has lied or screwed people over.
Quiznor
02-14-2012, 08:41 PM
Its just so disheartening,I've been working on this for so long and making so little progress every day because of the drop rate.Was looking forward to this so much when it was announced,and then when Nyzl hit the tesr server I was so excited because this update was supposed to be the same time on the main server,so I knew it should be coming soon. And with all the changes to everything else and BST's controlling dynamis for relics now,and we cant even catch a break with so much more that we have to do :(
Greatguardian
02-14-2012, 10:30 PM
I know reading 3 posts above yours is hard but here it is again:
They clearly stated that they planned to adjust the drop rate of alex in salvage "when we renew the nyzul isle investigation content." They also clearly stated that the increase in alex drop rate would happen before the salvage renewal.
They lied :/
Actually, that sentence is ambiguous. You can read it as either:
We plan to do (Thing 1 at undisclosed time) and (Thing 2 when we renew Nyzul).
or
We plan to do (Thing 1) and (Thing 2) when we renew Nyzul.
You're reading it the latter way, but the former is also an acceptable understanding of the sentence as it is written. It also makes significantly more sense, considering the particulars of the Salvage updates haven't even been announced yet. There's still plenty of time to adjust Alexandrite drop rates in Salvage before the revamp, and I'm sure they're waiting to see how the updated Nyzul Isle affects server supplies before making any final adjustments anyways.
DrForester
02-14-2012, 11:10 PM
You're reading it the latter way, but the former is also an acceptable understanding of the sentence as it is written. It also makes significantly more sense, considering the particulars of the Salvage updates haven't even been announced yet. There's still plenty of time to adjust Alexandrite drop rates in Salvage before the revamp, and I'm sure they're waiting to see how the updated Nyzul Isle affects server supplies before making any final adjustments anyways.
Seems like it's only slightly better than how campaign "increased" ancient currency on the market. I've been reading that Alexandrite only drops from NM, in low quantities and pouches only from megabosses. Been saying for a while that availability of Alexandrite is only half the issue, and the other is the unreasonable amount needed. You should not need twice as much Alexandtrie then ancient currency for relics when the Alexandrite stage is only a small section of the myuthic quest line.
detlef
02-15-2012, 04:45 AM
Actually you can interpret that sentence as saying they will adjust alex drop rates in Salvage as one part and add NMs dropping alex in Nyzul. The "when we renew ..." only refers to Nyzul adjustment.
It could be worded better but it's not conclusive.
Atomic_Skull
02-15-2012, 07:37 AM
PLEASE do not replace the salvage gear with new drops like you did with Nyzul. Make them upgradable though new drops in new Salvage areas.
Nightfyre
02-16-2012, 04:05 AM
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens.
Statement is entirely unambiguous if you read the entire paragraph. Nyzul was always scheduled to come before Salvage.
Kimble
02-16-2012, 12:58 PM
So im not totally stupid for thinking that they never outright said it?
Raksha
02-16-2012, 01:26 PM
So im not totally stupid for thinking that they never outright said it?
I read it and can't even see how you could possibly read that they were both going to happen at the same time.
Quiznor
02-16-2012, 09:00 PM
I cant understand how anyone could think otherwise x_x Its RIGHT THERE in english,that they would be adjusting the alexandrite drop rate,at the same time as nyzul isle 2.0 is brought in,BEFORE the major overhaul of salvage to ease the pressure until then.
Afania
02-16-2012, 10:04 PM
Kinda sad that new Nyzul didn't solve the alex problem at all since not alot of ppl are doing it. I often check every bazaar, and /shout all the time, but hardly find anyone selling alex. Some of the salvage gears used to be decent at 90 cap still, that I was still able to drag a few ppl to enter with me and do savalge for alex, now it's near IMPOSSIBLE to find anyone interested in salvage gears. Even if I occassionally able to find a few ppl interested in trying it, there's no way I can drag them to do SSR everyday for 1 year. No matter how rich you are, they're just not on the market.
The only way to finish Mythic I can think of, is to trio box 3 accounts and farm SSR everyday. And that's just not reasonable, to ask players to pay 3x amount of money to complete a weapon. Every other Mythic requirements are very easy, but alex is really a pain in the ass unless SE release salvage gear augment or +2 version, or remove the 3 player entrance restrictions.
Or fix that neo nyzul so more ppl interested in doing nyzul at least.
Quiznor
02-17-2012, 01:00 AM
Kinda sad that new Nyzul didn't solve the alex problem at all since not alot of ppl are doing it. I often check every bazaar, and /shout all the time, but hardly find anyone selling alex. Some of the salvage gears used to be decent at 90 cap still, that I was still able to drag a few ppl to enter with me and do savalge for alex, now it's near IMPOSSIBLE to find anyone interested in salvage gears. Even if I occassionally able to find a few ppl interested in trying it, there's no way I can drag them to do SSR everyday for 1 year. No matter how rich you are, they're just not on the market.
The only way to finish Mythic I can think of, is to trio box 3 accounts and farm SSR everyday. And that's just not reasonable, to ask players to pay 3x amount of money to complete a weapon. Every other Mythic requirements are very easy, but alex is really a pain in the ass unless SE release salvage gear augment or +2 version, or remove the 3 player entrance restrictions.
Or fix that neo nyzul so more ppl interested in doing nyzul at least.
Even making more players do neo nyzul I dont think would fix anything.The alexandrite situation in there that I've noticed so far is absolutely dire.Just a little while ago we did a run.THF with TH7 base,we killed 6 gears,5 ramparts,1 NM and a boss HNM and didnt even get a single piece/pouch to drop.Out of my entire 5 neo nyzul isle runs,I've counted a total of.......
5 pieces dropping.
Cecellia
02-17-2012, 04:23 AM
5 pieces dropping.
Ugh I don't like seeing that at all. I knew that Neo Nyzul wasn't going to help the problem at all.
There is just too much Alexandrites needed and not enough on the market. Not only that, but when you do find it it's 15k+ per alexandrite. Nobody wants to spend 450 million gil on just one part of a quest. You can build almost 3 relic weapons with that much gil. SE really needs to fix this because no player should have to deal with something as frustrating as that.
Monchat
02-17-2012, 09:45 AM
alexandrites sell very fast for 15k just saying. People are willing to spend 500M on a mythic ( and 500M of today is 50M of @75 cap). After trying to farm alex in salvage a few weeks ago, even selling @15k each, i realized it is totally not worth farming ( random number varying from 25 to 85 in a silversea run, clearing every possible NM and gear/door on the way including boss). If you compare to dynamis, alexandrites are as rare/common as forgotten items, which sell for 25~50k each.
Erics
02-17-2012, 12:37 PM
Sounds like you guys are having bad luck with Alex. O.o; In one run, we got a total of 31. Second run, 19. Third one, 14. Every time we killed an NM, we got Alex.
Kimble
02-17-2012, 01:16 PM
I cant understand how anyone could think otherwise x_x Its RIGHT THERE in english,that they would be adjusting the alexandrite drop rate,at the same time as nyzul isle 2.0 is brought in,BEFORE the major overhaul of salvage to ease the pressure until then.
Reading comprehension is funny like that.
Byrth
02-17-2012, 03:46 PM
alexandrites sell very fast for 15k just saying. People are willing to spend 500M on a mythic ( and 500M of today is 50M of @75 cap). After trying to farm alex in salvage a few weeks ago, even selling @15k each, i realized it is totally not worth farming ( random number varying from 25 to 85 in a silversea run, clearing every possible NM and gear/door on the way including boss). If you compare to dynamis, alexandrites are as rare/common as forgotten items, which sell for 25~50k each.
You can actually get a very consistent 80~85 Alexandrite average if you do Hammerblow->Powderkeg->GG3->Turtle-> Boss (clear all the archaic machinery on the way)
The gil/hr isn't as good as Dynamis, but you can only do Dynamis for 2 hours a day.
Dazusu
02-17-2012, 05:38 PM
500M of today is 50M of @75 cap
Well thought out conclusion there, but no it isn't. There isn't much more gil in circulation compared to 75 cap - the difference is there's a lot less people for it to filter between.
Monchat
02-17-2012, 06:52 PM
gil is 10x easier to make thanks to dynamis nowadays, I didn't say there is more gils. A solo BST will make 2-3 million gils in 2H today. Back at 75 you were happy with 100k per hour on THF( which was what demon farming in catle zwahl was giving for example.)
Dazusu
02-17-2012, 07:02 PM
That doesn't equate to 50M = 500M
Greatguardian
02-18-2012, 04:22 AM
Well thought out conclusion there, but no it isn't. There isn't much more gil in circulation compared to 75 cap - the difference is there's a lot less people for it to filter between.
You're kidding, right?
An excess of "free" gil flooding into the market and no reasonable gil sinks equates to there being the same amount of gil in the market? Right now, the only way gil disappears is when players quit with hundreds of millions of gil. And no one does that. People with money either give it away or RMT it when they quit the vast majority of the time, keeping the gil in circulation.
I've lost count of the number of people I know with 100M+ and nothing to spend it on.
Dazusu
02-18-2012, 09:55 AM
You're kidding, right?
An excess of "free" gil flooding into the market and no reasonable gil sinks equates to there being the same amount of gil in the market? Right now, the only way gil disappears is when players quit with hundreds of millions of gil. And no one does that. People with money either give it away or RMT it when they quit the vast majority of the time, keeping the gil in circulation.
I've lost count of the number of people I know with 100M+ and nothing to spend it on.
At what point did I say there was less gil in circulation? Didn't think so. I said less people for it to flow between, therefore, people have more.
saevel
02-18-2012, 10:39 AM
gil is 10x easier to make thanks to dynamis nowadays, I didn't say there is more gils. A solo BST will make 2-3 million gils in 2H today. Back at 75 you were happy with 100k per hour on THF( which was what demon farming in catle zwahl was giving for example.)
Not exactly. Dynamis isn't creating gil it's just circulating it between players. Dynamis could be 10+ mil per run, wouldn't matter if it's only in between players as the total in game money supply stays the same.
Only way to create gil is through NPCing stuff or getting monetary rewards from some NPC. Basically SE controls how much gil is in the game via NPC prices.
Think of it like this, you get 100 currency that you sell to someone for 10K each (made up price). Where did that other player get that 1mil? If he sold off other items, then were did those people get there money from? If you keep following the money source you end up at someone NPCing stuff to create gil since NPC's have infinite gil supply. There is no Bank of FFXI to create money. Even the Mog bananza was financed through the use of players gil for lottery tickets, if anything it removed gil from circulation.
Greatguardian
02-18-2012, 03:11 PM
At what point did I say there was less gil in circulation? Didn't think so. I said less people for it to flow between, therefore, people have more.
Gil has certainly been pouring into the market from nowhere post-Abyssea (hi blinkers). So, either gil is somehow leaving the market at an equal rate (in order to maintain equilibrium, which you did state), or the amount of gil in circulation is rapidly increasing.
Monchat
02-18-2012, 09:41 PM
Not exactly. Dynamis isn't creating gil it's just circulating it between players. Dynamis could be 10+ mil per run, wouldn't matter if it's only in between players as the total in game money supply stays the same.
Only way to create gil is through NPCing stuff or getting monetary rewards from some NPC. Basically SE controls how much gil is in the game via NPC prices.
Think of it like this, you get 100 currency that you sell to someone for 10K each (made up price). Where did that other player get that 1mil? If he sold off other items, then were did those people get there money from? If you keep following the money source you end up at someone NPCing stuff to create gil since NPC's have infinite gil supply. There is no Bank of FFXI to create money. Even the Mog bananza was financed through the use of players gil for lottery tickets, if anything it removed gil from circulation.
Thats not what i wrote.
I wrote that gil is 10x easier to make. If I go in dynamis with my pink thf/dnc mule i'll make maybe 150 coins and a few journeys, whichs is 2millions gils. So 1 millions gil in 1hour of work. Back int the day when salvage was relevant, and when i was raising money to upgrade bodies, for 1 hour work I was making 100k gil on my THF from farming random crap. Therefore its 10x easier to make money now. Since the alexandrite prices where multiplied by 3 though, mythic didn't become 10x easier to make, but more like 3x easier ( gil wise), while relics are 10-15x easier.
saevel
02-18-2012, 10:19 PM
Thats not what i wrote.
I wrote that gil is 10x easier to make. If I go in dynamis with my pink thf/dnc mule i'll make maybe 150 coins and a few journeys, whichs is 2millions gils. So 1 millions gil in 1hour of work. Back int the day when salvage was relevant, and when i was raising money to upgrade bodies, for 1 hour work I was making 100k gil on my THF from farming random crap. Therefore its 10x easier to make money now. Since the alexandrite prices where multiplied by 3 though, mythic didn't become 10x easier to make, but more like 3x easier ( gil wise), while relics are 10-15x easier.
And you've made exactly 0 gil. If you used reraise items or other consumables then you've actually removed gil from the game (assuming the materials came at least partially from NPCs).
You don't make 1~2 mil gil, someone else gives you that money for your currency. That person had to of gotten that money from somewhere. If their crafting foods then they got it from other people buying their crafts, those people had to of gotten that money from somewhere. All the neo-dynamis update did was serve to circulate gil more, absolutely nothing is being made. The gardening / NPCing mules are whats making money for their owners to buy your currency. You can already see this effect by watching currency prices, their on their way down. Too many people are "making" 150 coins per run, the demand of people willing to pay for those currency is going down and thus we're entering into an oversupply situation. I was seeing singles for 5~6K in people's bazaars when ends up being less then 1 mil when averaged. Over time it'll go down even further until its no longer worth your time to farm them and then the price wills stabilize.
Holy water's and various gardening mules are what create gil (in the past), fishing is another big one as your littering pulling gil from the ocean. Anything else is just circulating what's already in the game.
Annahya
02-19-2012, 09:14 AM
And you've made exactly 0 gil.
While I normally delight in semantics, I think the forest is being lost for the trees on this one. The act of "personally gaining money" has long been colloquially accepted as "making money." Nit-picking that word choice is unnecessary.
I am not disputing your economic points, merely the fixation on the word "make."
Basically SE controls how much gil is in the game via NPC prices.
I used to feel this way - and I applauded them for it.
As other people have mentioned, Chocobo Blinkers are, currently, one of the largest points of entry for gil in the economy - and there has not been a corrosponding gil sink put in place to offset it. I am not sure the cat can be put back in the bag on this one, either. Not that I want things to go back to four hours of farming cralwer silk to pay the rent, but it would be nice if Abyssea didn't let us just "print money."
My two cents, for its ever-decreasing worth.
~Anna
Seriha
02-19-2012, 04:55 PM
If Legion maintains any level of popularity, you'll pretty much have the gil sink some have been clamoring for. Unfortunately, that'll eventually translate to those not sitting on large piles of gil suffering the most, and they're not the vast majority some might want us to believe.
saevel
02-19-2012, 07:25 PM
While I normally delight in semantics, I think the forest is being lost for the trees on this one. The act of "personally gaining money" has long been colloquially accepted as "making money." Nit-picking that word choice is unnecessary.
I am not disputing your economic points, merely the fixation on the word "make."~Anna
Ohh I'm not trying to get into semantics, the original for this tangent was about the money supply inside the game. Someone commented that 50M a few years ago is 500M now and that gil is 10x easier to "make". This game hasn't experienced much inflation over the last couple years ever since SE wielded the hammer on Holy Water / Gardening / AFK Fishers. Chocobo blinkers are only 1:2.17 convert ratio and requires a ridiculously amount of button mashing. It create's gil but no where near the speed of the older methods.
Plus gil sinks are common, food / ammo / consumables, we use them so often we don't think about it.
Annahya
02-20-2012, 09:37 AM
Ohh I'm not trying to get into semantics, the original for this tangent was about the money supply inside the game. Someone commented that 50M a few years ago is 500M now and that gil is 10x easier to "make". This game hasn't experienced much inflation over the last couple years ever since SE wielded the hammer on Holy Water / Gardening / AFK Fishers. Chocobo blinkers are only 1:2.17 convert ratio and requires a ridiculously amount of button mashing. It create's gil but no where near the speed of the older methods.
Plus gil sinks are common, food / ammo / consumables, we use them so often we don't think about it.
The "make" you referenced is exactly what I was talking about - I am not speaking to the 50m is 500m vague-inflation-insinuation, but I think the "make" in that post was regarding the acquisition of personal wealth becoming easier - not the economic creation of currency.
Also, many of the gil sinks you mentioned are merely the transferring about of existing currency that you yourself mentioned regarding ancient currency. A significant amount of the ammunition/food/consumables are crafted by individuals who farm some or all of their ingredients - and the money spent on them just transfers to said player(s). Yes some leaks out by way of vendor purchased materials, but much of it is just the same old transfer of wealth.
I would also disagree that choco blinkers are not as fast as other methods of making money - yes, the keystrokes are annoying, but not very timeconsuming when you get the muscle memory down (and some use hotkey scripts to buy blinkers while AFK), and while the conversion is only 1:2.65 or whatever, the resource farmed and hoarded (cruor) is earned while doing other things.
Gardening requires being able to check on plants, AFK fishing requires the character to be tied up fishing, etc. Cruor is generated by actually playing the way many do - either EXP/NMs/Skilling up in Abyssea, or by spamming Voidwatch.
Is it super fast? Perhaps, no, by some arbitrary metric; but it passively happens while playing the game. Then with a small time investment, vast amounts of gil are pulled from thin air. This is where chocobo blinkers become a potential issue - and without true gil sinks like 1m (and later 500k) hourglasses pulling gil out of the hands of players (just one example), we end up with many more individuals sitting on millions than in previous game-eras.
I am not saying people couldn't collect millions before, they certainly could - now it is just in the reach of the every-player, and most places to spend it put it in the hands of another player.