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View Full Version : The current Alexandrite situation.



Calipso
09-15-2013, 05:42 AM
As you likely know, it requires 30,000 Alexandrite to complete a Mythic Weapon.

Salvage II did a great job of revitalizing the Alexandrite market. For the first time in years, there was a steady supply to meet demands. As an example, during the double plan drop campaign, myself and another LS member were able to buy near 60,000 Alexandrite over the course of 3-4 days. Salvage II, in it's prime, made it so that many people who in the past that would have not been able to obtain a mythic, now could. I'm going to hazard a guess and say that there has been more mythics made in the last 6-12 months, than there has been since their release into the game.

With more and more people finishing up their Salvage II gear, and more specifically since the release of Delve and more recently, Skirmish II gear, the vast majority of Salvage II gear has become obsolete, and Salvage II has a small fraction of the participants that it did several months ago. As a result, Alexandrite, once again, has become scarce and extremely hard to find. I can't speak for other servers, but on Odin, people are already back up to paying 20.000g each for them, and they get snatched up nearly instantly at any price. Over the course of 3 weeks, I have barely managed to scrape together 4000 of the 30,000 required, and I probably farmed about 1000 of those myself. This is from constant bazaar hunting and shouting, as well as having ls members buy up any that they see for me.

So, on to the point: Please, please consider adding another source (more reliable than NNI) to obtain Alexandrite, altering Salvage to keep it's gear relevant, or changing it so Alexandrite is more plentiful.

This is going to become even more of a problem if/when the R/E/M updates push through, and more people start to become interested in making DD mythics again.

Adding a few suggestions in there, something like adding Alexandrite pouches to possible reward selections in the next login campaign would be a cool (albeit termporary) solution. A more permanent solution would be adding Heavy Linen Pouches as a (not super rare) drop to voidwatch (similar to heavy metal pouches). I'd come out and say to just up the base drop in Salvage/II, but I'm not sure how much that'd help unless the drop is upped by a ton, as no one is really doing Salvage/II to start with.

Rustic
09-19-2013, 12:13 AM
Heck, put some upgraded monsters into ToAU areas that are in that 110+ range or so.

Have them drop Alexandrite at some non-insane level of drop rate. Problem solved.

Demon6324236
09-19-2013, 06:10 AM
That would solve it somewhat, but at the same time, depending on the amount of mobs which are added... ya know.

Karah
09-19-2013, 06:32 AM
I'd love to see cottons (not linens... well maybe) from VW. It would not only revive mythics, but empyreans as well. hell, maybe even drop dynahundreds too.

Even though the drop system is fail, vw was entertaining, sad to see it go the way of Garrison and Eco-warrior.

Demon6324236
09-19-2013, 07:29 AM
Throwing it all at VW imo is a nono, however if they wanted to make a new event which rewarded all 3 that would be nice. I think it would be weird to have them all drop from the Empyrean event, that's like saying Alex Purses should have a chance to drop form ADL, or that hundreds should drop from Salvage II bosses, it doesn't make much sense, your putting 1 weapon type's items in another weapon's path.

Karah
09-19-2013, 08:14 AM
Throwing it all at VW imo is a nono, however if they wanted to make a new event which rewarded all 3 that would be nice. I think it would be weird to have them all drop from the Empyrean event, that's like saying Alex Purses should have a chance to drop form ADL, or that hundreds should drop from Salvage II bosses, it doesn't make much sense, your putting 1 weapon type's items in another weapon's path.

I used to totally agree, but seeing how things are now, I changed my mind. Everything is just so far beyond all recognition, why not.

Calipso
09-20-2013, 05:34 AM
Even just doing a few small things would help and change a decent amount. Removing the 3 person requirement from Salvage would be a big deal. (Although I personally wouldn't really want to do Salvage more than once a day, I might if I got desperate enough), or just upping the drop rate period. The drop rate is pretty lopsided compared to what you can get in Dynamis and Voidwatch. As an example, one of the last times I did a dynamis, it was myself on thf, a whm mule, and a mnk. We got a little over 800 coins. On average, depending on competition and some other factors, we can very easily do 700-800+ coins a run. The 3 of us in Salvage, if we were very lucky, killed everything in the zone and got max pouches of everything, could get *maybe* 300 alex. Getting that much is extremely rare, and it is more like about a 100-120 alex per run average.

As for adding R/E/M drops into each others path, I really don't see it being all that weird being added into voidwatch. 80-90 emps came from Abyssea, so you could argue that putting their 90-99 paths into Voidwatch didn't make much sense to begin with. Voidwatch also drops a lot of random stuff that before only exclusively came from 1 or 2 rare places, but they added to make it more plentiful (the same idea/thing happened with Abyssea and items you could now obtain from Gold Boxes). You can get (albeit very rarely) Dyna currency as a reward from Campaigns. I'm not sure they should add dyna currency into other aspects of the game, as Dynamis and it's currency is still going way strong, and has not shown any signs I've noticed of wavering since they updated it over a year and a half ago. Prices are at the cheapest I've ever seen them (although it's likely they'll go back up a little when the R/E/M updates get pushed through). I'm fairly certain if you had the required gil and wanted to make a relic, you could likely buy every single coin you needed in 1-2 days.