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  1. #1
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Personally I really don't see the point of any limit whether it is a 40 point or 100 point limit. I hate limits of any kind. The only limit that should exist to me is whatever one that I SELF-IMPOSE. Personally I think the fact that you even have to create mutliple mules to have multiple 100 skills is complete crap especially considering the crappy 8 item delivery system unless u actually bother to level up that mule which is also useless too. I mean who wants to spend more endless hours exping on a new character. I suppose it not an issue for those who have been playing longer than the 2 years I have been but I personally would just like to see the whole system undergo some changes beyond just the skill point.
    (0)

  2. #2
    Player DomenicOfSylph's Avatar
    Join Date
    Aug 2011
    Posts
    5
    Character
    Domenic
    World
    Sylph
    Main Class
    RNG Lv 90
    How about creating items for Empyrean +3 items? Breathe life into crafting. Everyone is too GAGA over Abyssea while other elements of the game suffer.
    (0)

  3. #3
    Player Goddessofwar's Avatar
    Join Date
    Jul 2011
    Posts
    1
    Character
    Goddessofwar
    World
    Phoenix
    Main Class
    WHM Lv 90
    This seems like a fantastic change! After leveling my first 100 craft, I have been contemplating leveling another but did not want to have to resort to a mule. Would love to see this go live!
    (0)

  4. #4
    Player Wojo's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    22
    Character
    Wojo
    World
    Cerberus
    Main Class
    NIN Lv 95
    Obtaining the 'phat lewt' is what motivates us. I want to spend my Wednesday nights playing FFXI with my friends working toward obtaining items.

    If you want draw people to synergy, include it in this process. If Synergy/Crafting skills were required for Magian Trail upgrades, that would be a huge boost the economy. This should be easy enough to implement.

    *Edit* I think I posted this to the wrong thread....
    (0)
    Last edited by Wojo; 08-23-2011 at 05:38 AM.
    5/26/11

  5. #5
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    as a person who recently leveled alot of his crafts and sub crafts and synergy to 100 /60 /60 /80 respectively i am extremely disappointed in the synergy system. Now Cloth craft and Goldsmith have great synths they can do and even make very good money. when in retrospect the amount of profitable synths for Smithing leather craft woodworking etc are next to none and the only synths making money are among some of the most difficult synths to do in the game.

    There is nothing "positive" about leveling a craft in final fantasy you spend millions of gil and at least a month of your time for what? some crafts cave some synths but its nothing like it was with the level 75 cap. No longer can you level a craft to 100 and feel accomplished now you level and its pointless since every synth that used to be worthwhile is useless now and all other synths are synergy.

    I know Se plans to add Dual 100 crafts and 100 synergy and crafts for both , but unless there is revisions made to basic crafts or even attractive crafts for just your BASIC crafter its going to remain something only a few do. Synergy wise there needs to be a small heal or buff to the furnace when doing the harder synths you cant expect a solo player to make these increasingly harder synths. Se really needs to stop punishing players and add some sense of accomplishment when you reach 100 or at least allow skill ups on synergy and the craft your doing .

    tldr , make normal crafts , my synergy synths for all crafts , stop punishing crafters and start rewarding them for there work.
    (0)

  6. #6
    Player axlzero's Avatar
    Join Date
    Apr 2011
    Location
    sandoria
    Posts
    41
    i say go for it also might walla look intomaybe allowing people to take crafts to 120 but have no items that take more then 100 it will allow people to HQ hard stuff to make easyer. also how about a system were you can buy crafting materials from guild make the next teir of that material and sell back to guild fpr small profit.
    I would also like to see a type of store that only sells crafted armors & weapons from crafters is stocked by crafters and sells only the amount of goods sold to them so crafters can move there finished items faster. instead of waiting on something to sell in the aution house they can npc there good in a way that they make money off them and the price wont be unreasonable i would recommend that this store only sell finished products like amror weapons medicines ammo and only stuff that is made no RAR/EX stuff
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    319
    * Chance of HQ increases with number of members participating in Synergy
    * Add more skill up recipes
    * Allow members past a particular level the ability to teleport to their respective guild
    * Improve GP acquisition by increasing the points obtained and selecting recipes that correspond to materials most available (Alchemy gets screwed on this when the recipe requires a piece of smithing armor no one makes anymore).
    (0)

  8. #8
    Player KigenAngelios's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Angelios
    World
    Carbuncle
    Main Class
    SMN Lv 90
    Quote Originally Posted by Yugl View Post
    * Chance of HQ increases with number of members participating in Synergy
    * Add more skill up recipes
    * Allow members past a particular level the ability to teleport to their respective guild
    * Improve GP acquisition by increasing the points obtained and selecting recipes that correspond to materials most available (Alchemy gets screwed on this when the recipe requires a piece of smithing armor no one makes anymore).
    Really good ideas, I agree with all of them for sure. A buyable-with-GP ring that has an auto-refillable once a day charge to tele you.

    About Evoliths:
    I actually came over here from the Evolith thread. When I came back to the game, I thought this was a really cool idea - a controlled augmenting system - but the implementation was poor and the Evoliths available were worse. I got excited when AF3 came out because I thought it would be a make-your-own-relic-armor type of deal rather than the static stuff given. This make-you-own-gear SHOULD be what Evoliths become.

    I would like to suggest that Alchemist be able to make non-EX AH-able Evoliths (it would revive alchemy to an extent as there are no high level sought after recipes for alchemy or synergy-alchemy). If done right this would surpass the augmenting system (which I'm not really a fan of). And please just have generic stats that people want (STR+X, Attack+X, Acc+X, etc. and NOT atk vs. slimes +X, etc.)
    (0)

  9. #9
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    As a crafter whose only craft is Synergy, my request is this:

    Add a recipe that will allow us to level Synergy to 80+ without having to level another craft to 70 or more.

    At the moment, you can only get to 70 unless you have another craft levelled
    (0)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  10. #10
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Since Chocobo Digging was mentioned on that list, I just thought copy my post into this discussion.

    ---

    Chocobo Digging really does need changes.

    Available Items
    As a maximum skill digger with a Chocobo raised for max digging stats and a full set of chocobo riding gear including the special digging body piece, it used to be my primary method of making money (combined with crafting what I dug up), but the most profitable directly dug up items (elemental ores and orichalcum ore) plummeted with the introduction of Magian Trials and Abyssea's gold chests (massive supply, itsy-bitsy demand.) It is still possible to make money with digging, but I wouldn't count on it as my main source of income anymore.

    Inventory
    My main issue these days is still inventory space. To most efficiently use my time, digging requires me to go out with about 20 stacks of Gysahl Greens and enough room for everything I'll dig up without tossing every single junk item (pebbles, I hate you so.) Before, I had no trouble making room for about 40 slots to dig comfortably. These days, I have so many unused seals from Dominion Ops that I eventually want to use, and don't want to discard, plus all the Rare/Ex accessories and items that are not covered by the new storage slips, that I really don't have much room anymore. I have all the inventory expansions that are available, and it's still tight. Once my server finishes its merge, I'd have to go play inventory juggling through the delivery box to make room again.

    RMT
    My main issue with RMT was that they'd "Dig up" certain zones so no items were left for me when I got there. The fatigue idea stopped individual diggers from 24/7 digging, but they had multiple accounts that they simply rotated... making fatigue only really impact honest players who can't dig 24/7 with different characters. The only thing that really stopped RMT, in my experience, was the drastic drop in price of anything worth digging up. It was no longer profitable for them to abuse the digging system.

    3 things that would help bring back Chocobo Digging, for me, would be:

    * Gysahl Greens stacking to 99. This alone would probably give me enough space to dig these days. (4 stacks plus 15-20 open spaces for dug up items would be easy to make room for.)

    *
    Add new items to digging (perhaps in new areas) that are worthwhile to dig up. I don't expect exclusive items to chocobo digging, but we need something. (I wouldn't mind completing some quest like digging up new chocograph pieces to bring chocobos into the new areas, or only allow personally raised - not rented - chocobos to dig there.)

    * Availability of items tied only to Fatigue, not to "Zone stock." I wouldn't mind the fatigue-limited number of items I can dig up if I could use all of my dig attempts in only the area that has the valuable items that I'm trying to get, during a single digging session, at the time convenient to me to go digging. When zones are "all dug up" -- empty of items -- either you wait for the zone to slowly restock (chocobo riding time is limited, so you can only wait for so long before having to either rent a new chocobo and ride back out to the desired zone, or use another charge on your whistle) or move on to another zone that has less optimal digging results, just to get "something" while you have time to dig (real life schedules, limited time).

    I may add a few more suggestions as I take more time to think about it.

    ---

    I have other thoughts on Evoliths and other gear upgrade systems to share at a later time.
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