RIP Voidwatch.
RIP Voidwatch.
All of you "legit" players can blame yourselves for telling noobs to throw money at all of their problems and of the same idiots posting screenshots of themselves with capped gil. This was much more of a strike against real players who were abusing it rather than RMT. I doubt RMT even banked on it to the same degree that real players were so stop using that excuse. And stop saying it killed Voidwatch, voidwatch had become scarce weeks and months before this nerf yesterday.
Yes it was fading away, and this is the nail in the coffin. Before you could at least hope to put together some people for the money, now if they don't want the gear they won't care. The event is going to be dead and buried very soon.
Not doing it would just have delayed the inevitable. 20k cruor from VW isn't much of an incentive when you need to convert 50k cruor to gil to make as much gil as a single red curry bun would cost.
There was one Voidwatch shout during NA primetime last night on Lakshmi.
There were many superior ways to fix this problem. Here are some options:
1) Eliminate Cruor chaining and reduce the Cruor/kill to 50 with capped silver light. :: This will majorly fix the cruor farming problem.
2) Give Cruor from opening chests only to the opener. :: This pays for keys a little, so people can rationalize it, and it reduces cruor influx into the system.
3) Reduce the cruor from Voidwatch fights a little, say by 25% so people can expect about 100k Cruor for 6 fights. :: Need to reduce it here a little, and people will still do Voidwatch even if the cruor is slightly reduced if . . .
4) Make an easier way to convert Cruor into gil, like adding "Golden Chocobo" items to the NPC for 100k Cruor that have no function other than to be NPCed for 250k gil. :: This removes the annoyance of converting your Cruor into gil and reduces the reliance on bots.
5a) Open a guild NPC in the Goblin shop Lower Jeuno that sells Dynamis currency (in a typical guild way) for 20k/piece max and gets maybe 50 of each type of currency per game day. :: As soon as it drops below market price, people would snap it up and take a ton of gil out of the system. Lets say it takes 10 game days to hit 7.5k, which is where people buy it. That's 1500 currency sold (~7-8 dynamis runs) and 11.25 million gil removed from the system. 27mil removed per RL day at 7.5k/piece.
5b) Do the same thing in Whitegate somewhere with Alexandrite, Ru'Lude with HMPs, etc. If you put in 50 Alexandrite per game day, on Lakshmi it would remove ~20mil per RL day (people would buy when the price hit 17k/Alexandrite). If you put 10 HMPs in per game day, on Lakshmi it would remove 22mil per day.
6) Continue adding new things like the final boss of Meeble Burrows, where more hardcore players can be expected to dump a lot of gil.
These changes would eliminate the botability of cruor farming and overall reduce the influx of gil from bots while keeping the gil normal players receive from doing Voidwatch/etc. essentially constant. Also, adding high-end gil sinks to the game will keep the value of gil more stable overall and change the gil flow. In the past, the gil flow in FFXI has mostly been between players. Very few quests/items are actually worth doing/NPCing for gil, and when they are SE quickly nerfs them. This is necessary mostly because suitable gil sinks do not exist.
Well, such a system doesn't really work anymore. There are no mid-level parties anymore, so there's no need for mid-level crafted gear. The large amount of useful R/Ex gear from Abyssea and afterwards has outdated all but a few synths even of the recent Hexed stuff. There is nothing to buy/sell other than R/M/E upgrade items (Bynes, Bronze, Shells, Alexandrite, Heavy Metal, and Rift items), medicine, and food. Unless you're farming the former, you can't buy the latter. They need to adapt the economy so that people aren't forced to do Dynamis/Salvage in order to buy food. The system that was in place before this nerf *worked* but was obviously non-ideal because it was exploitable. They should have made it un-exploitable instead of deleting it.
If you implemented a system like what is described above, more casual players would be helped (it's easier to convert Cruor to Gil, so their income effectively increases and they have the gil to buy things), more hardcore players would also be helped (currency prices would drop slightly due to increased supply), and overall the economy will be more stable.
Last edited by Byrth; 10-25-2012 at 08:11 PM.
Cant agree more Byrth, While gil needs to go somewhere, it also needs to come from somewhere. I do think that theyre aiming far too broad with their methods of correction. I mean theres always been a detatchment between community reps, devs, and players, however i think the impression of SE after this latest string of "Adjustments" makes them look something like this:
Which is not a good company image in the player's eyes.
No... no its not, rather a bad look for them, they should change it.
Is that Father Dagon?
No clue, just something i stumbled upon and felt fitting. I picture the company coming out of the sea, strangling ships and shreaking "BALANCE IS FOR FOOLS!"
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