Page 22 of 30 FirstFirst ... 12 20 21 22 23 24 ... LastLast
Results 211 to 220 of 301

Dev. Posts

Hybrid View

  1. #1
    Player Jada's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Jada
    World
    Sylph
    Main Class
    SMN Lv 90
    I'm on the line about having 2 level 100 guilds. I see 2 happening things with this.

    I see the materials to make items sky rocket and the price of the end result of the syth lowered drasticly due to the fact that there will be so many in the Auction House. The player purchasing the item would not see a problem with it, but the amount of gil lost will hurt the person that made it.

    I also see an improvement in HQ'ing items that can sell quick. Like Bullets, Arrows, Shihei, Sneak, Invis, etc. If you have the right guilds leveled that is.

    Although synergy has its benefits, I haven't grown fond of it. I understand that now:

    1: ) Adventureres now can work together to make something. (Which I haven't grasp whether this is good or bad now)

    2: ) There is no loss of items (why don't they make this for the normal guilds instead of having our MH filled with crap to prevent a lost by a certain %?)

    3: ) You can add slots to certain weapons and armor
    (Now this is what synergy is about to me but the problem now is the augmented armor / weapons people don't use because of abyssea, dynamis, magian trials.) Can we make an update that adds more weapons and armor to the slot system?
    (0)

  2. #2
    Player GlobalVariable's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Arisingchicken
    World
    Odin
    Main Class
    PLD Lv 60
    Quote Originally Posted by Jada View Post
    3: ) You can add slots to certain weapons and armor
    (Now this is what synergy is about to me but the problem now is the augmented armor / weapons people don't use because of abyssea, dynamis, magian trials.) Can we make an update that adds more weapons and armor to the slot system?
    The things you can fill the slots with are complete trash. I'm not farming a bunch of NM so I can be carrying 10 different situational evolith that give me marginal +attack vs specific mob families and re-augmenting my gear (which will have crap for non augment stats if it can be augmented) everytime I switch to fighting a different mob.

    Just look at it.
    http://wiki.ffxiclopedia.org/wiki/Ev...iangleUpFilled
    (0)
    Last edited by GlobalVariable; 05-10-2011 at 04:37 AM. Reason: Wow did I typo a lot

  3. #3
    Player Jada's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Jada
    World
    Sylph
    Main Class
    SMN Lv 90
    Quote Originally Posted by GlobalVariable View Post
    The things you can fill the slots with are complete trash. I'm not carring 10 different situation evolith that give me marginal +attack vs specific mob families and re-augmenting my gear everytime I switch to fighting a different mob.
    You're right. I don't know why I didn't bring that up.

    The Aug's you can add to the slots are pure crap that players would not use even when the system 1st came out.

    Add slots to Emp/Relic/Mystic weapons and good evolith's drop in Salvage/Abyssea/Dynamis lol
    (1)

  4. #4
    Player GlobalVariable's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Arisingchicken
    World
    Odin
    Main Class
    PLD Lv 60
    Just edit the stats on all those evolith stones, change what can be placed in which gear after. Fixed sizes and +amounts off specific targets of actually useful stats like it that leaping lizzy can cough up +2 agi on a small sized stone to fit a small sized slot. None of this vs lizards crap. Nussknacker being a much high level can cough up a larger stone for +6 instead (which would not fit the smaller slot). Just completely overwrite the existing evolith stone possibilities.

    Make the shape/element stuff sort out mage/melee stats and such instead. Mages didn't need +attack(melee stat) vs birds on their INT gear...


    Gonna stop talking about synergy's evolith now, before its to far off the topic of crafting. >.>
    (0)
    Last edited by GlobalVariable; 05-10-2011 at 04:45 AM.

  5. #5
    Player Tazz's Avatar
    Join Date
    Mar 2011
    Posts
    73
    Character
    Tazz
    World
    Fenrir
    Main Class
    SCH Lv 99
    really bummed that this is not in this update when it very much sounded like it was going to be
    (1)

  6. #6
    Player jonrambo's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    3
    Character
    Jonrambo
    World
    Odin
    Main Class
    PLD Lv 90
    That is an excellent idea to put forward, but if it is can the issue of skill ups be addressed, as speaking for many the ability to level crafts at times is absurd, and as example alchemy synth to cap at 61 venom dust to get from 58 has so far taken 12 stacks of farmed scorpion claws, synths made on the right day and moon phases and resulted in 1 broken synth and .3 skill ups only, which is by my reckoning an awful lot of work for so little reward.
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    83
    Crafting:
    - remove the wait time between crafting.
    - add "Craft All" option when choosing crystal+mats, it will repeat the same craft as long as you have the mats in the inventory.
    - remove guild points restrictions, allow us to gather points for different crafts at the same time.
    - Crafting will be revived if you bring it back to the end-game scene, powerful crafted items alongside dropped items, like cursed gear.
    - let Crafting share a good amount of new unique items like it used to be, nowadays there are many sources that give items like boxes and such, leaving nothing to add for crafting...

    Chocobo Digging:
    - increase the Stack of greens to 99.
    - increase the maximum items per zone, with Chocobo Endurance gear I usually dry up a zone myself before reaching the cap...(from full)
    - Add more zone with new items to dig with.
    - make personal Chocobo Digging stats relevant, and enhance the abilities more than just adding new items to the pool (sometimes its even bad when new items are crap..) make them target rare items more often.
    - add a massage when the Chocobo hits the daily cap (for fishing too if you didn't do already?)
    (5)

  8. #8
    Player Huevriel's Avatar
    Join Date
    Mar 2011
    Posts
    60
    Character
    Hrasvelg
    World
    Cerberus
    Main Class
    COR Lv 75
    Crafting:
    - Raise of 80 from 40 should be fine. It'll be nice to do more crafting after 100/60/60/etc. It'd be nice to make stuff just out of my reach too.
    - Do bring back the end game synthing stuff. This was sorta done with the aptant armors and I love it, but I know everyone just powerlevels past those armors. It makes me sad face.
    - "Synth All" i think was kinda implemented with certain KI (like tirturation, or sheet making). Making "synth all" feels rather bot-ish.
    - DO NOT MAKE GUILD POINTS AVAILABLE ACROSS ALL CRAFTS. This will ruin crafting as people will get KI's across the board and screw with the economy.

    Chocobo Digging:
    - increase the Stack of greens to 99.
    - increase the maximum items per zone
    (2)

  9. #9
    Player Aena's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    21
    Character
    Aena
    World
    Bismarck
    Main Class
    THF Lv 90
    I feel lonely in not wanting Cooking to be a free 100 craft like fishing, as suggested earlier a couple of times!

    This is a little rambly, but I've always enjoyed the culinarian line of synthesis as my main craft, and there is no shortage of chefs filling up the food markets or taking up the craft as it is. It would only provide even more competition and less of a market for those who chose to save money and make a steady income off of one category of consumable item rather than hit it big from a lottery off of a lucky synthesis (once upon a time--I realize this is hardly applicable lately). I did not pick this craft to fund another, but because I've always thoroughly enjoyed the prospect of making and selling delectable dishes. Unless mastering all crafts becomes an option, I don't see why it makes sense to make cooking a free 100 skill like fishing. Players have a choice in what crafts they would like to master, and cooking was neither forced upon nor restricted from anyone, and you can level/delevel it easily at any time if you want/dislike it that much. A Linkshell member spent this last week (with a job and house hunting) boosting cooking from 60 to 96ish for Dawn Mulsum - it's not a huge loss if you want it, it's not a huge loss if you want to get rid of it.

    In response to a very early post in this thread, fishing does not only go hand-in-hand with cooking, where it mostly benefits chefs who have invested in Raw Fish Handling and some lower demand items - which not all chefs solely specialize in: it also provides Alchemy and Woodworking materials (ink, poison, paralysis, furnishing materials). Cooking also does have a handful of subcrafts within its synths: woodworking and clothcraft are two sub-crafts used in high-level cooking recipes, for example, and there is also a need for items created from other crafts, such as Maple Sugar if San d'Oria is in last and you don't have any saved as back-up. At least on Bismarck, there are enough chefs to keep prices reasonable in regard to ingredient price and rarity, and there is no shortage of competition for ingredients in popular dishes. I can already name at least 10 active chefs with whom I compete in various markets. I don't understand the basis of the argument for making high-leveled Cooking a free craft.

    Erm, but I am all in favor of having another craft at 100 (or my considered one craft at 61, one at 80, and one at... 79?--however that maths out).
    (1)
    Last edited by Aena; 05-22-2011 at 10:49 AM.

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    83
    "Synth All" i think was kinda implemented with certain KI (like tirturation, or sheet making). Making "synth all" feels rather bot-ish.
    expanding the items that can be crafted at once is welcomed too, the "Craft all" is a known feature in almost every MMO I played that has crafting, its a legitimate feature before its a bot.
    I guess the "don't know any better" still applies to this community..
    DO NOT MAKE GUILD POINTS AVAILABLE ACROSS ALL CRAFTS. This will ruin crafting as people will get KI's across the board and screw with the economy.
    huh? ..you know, you can always get any KI/items from any guild, this isn't something new (what you can buy is limited by your crafting skill already), removing the limitation on accumulating guild points will only makes the process faster, otherwise it would take years to gather ~300k (sub)-600k(main)~ GP for each craft one by one. something tells me you dont have many sub-crafts at 60...
    plus the limitation is already lifted by simply having crafting mules, I don't see how this have ever screwed the economy...
    (0)

Page 22 of 30 FirstFirst ... 12 20 21 22 23 24 ... LastLast