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  1. #1
    Player WilmaFlintstone's Avatar
    Join Date
    Mar 2011
    Location
    Midgardsormr > Quetz > Windy 100%
    Posts
    3
    Character
    Wilmaflintstone
    World
    Quetzalcoatl
    Main Class
    PLD Lv 90
    Quote Originally Posted by Bhujerba View Post
    Its "mostly" the level cap increase that affected the game, Abyssea is merely a place to level and obtain the new items, specially the latter, they cant put all the new items on old monsters/areas (they need new outlet for items, to avoid cluttering/etc), plus any level increase will ALWAYS throw any game off-balance, whether its drastic(Abyssea) or not, what was at level cap before will never be the same after, welcome to change.
    I think some of the balance can be regained if they make Abyssea a level cap area where you have to be level 75+ to enter intstead of the current lvl 30. This would force people to go back to partying in the older areas as well as having to use items from the AH of consumables and gear. Yes, welcome to change, but with change you should be able to fix your errors.
    (1)

  2. #2
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    The problem is with synergy. Remove it from the game. Two ways to craft is a waste, go back to regular crafting. synergy only recipes screw up demand. Eg, bolts and arrows should never ever be synergy only. Whoever thought of that has no clue what so ever about this game. Every synergy recipe besides upgrading armor and weapon should be able to be crafted using old means.
    (21)

  3. #3
    Player KigenAngelios's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Angelios
    World
    Carbuncle
    Main Class
    SMN Lv 90
    Quote Originally Posted by xbobx View Post
    The problem is with synergy. Remove it from the game. Two ways to craft is a waste, go back to regular crafting. synergy only recipes screw up demand. Eg, bolts and arrows should never ever be synergy only. Whoever thought of that has no clue what so ever about this game. Every synergy recipe besides upgrading armor and weapon should be able to be crafted using old means.
    I am very much inclined to agree. Synergy is not what it was intended (by that I mean bringing crafters together) - its really only there for people and their mules. I'm shocked that any readily consumable (meds, food, bolts, etc.) are made via synergy - seems like a waste as alot of people just glance over synergy.
    (4)

  4. #4
    Player fredtma's Avatar
    Join Date
    Mar 2011
    Posts
    1
    I couldn't agree more, synergy has mess up the whole crafting system
    (0)
    We were never create to drag through life.

  5. #5
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by fredtma View Post
    I couldn't agree more, synergy has mess up the whole crafting system
    I disagree the whole crafting system was already screwed to start. I mean when I first got my key item to enchant ingots I was all excited "yea I can enchant all my weapons and armors" only to find out that I can only enchange like a select few ingots and only to make a few selected POS armors/weapons I dont even want to use. Ooooh how about thinking that as my skill past the cap for the recipe that as my skill reaches like 2x the cap that I should be able to hq1 like almost all the time and hq2 and hq3 more often now that my level 60 kill is being used to make a lvl 20 or 30 synth. I dont even bother crafting any more at this point it is all a waste. Even synergy is a waste because it is based on the rank you acquired in craft and after like novice or so skill ups become so rare that you feel like u making no progress what so ever. In addition some of those synergy requires 3 or crafts above craftsman rank I think but with skilling up BASIC crafts as it is where the highest skill up u get is 0.3 in comparison to like 0.5 for normal combat skill up why does anybody bother after reaching 60 I sometimes wonder.

    LOL ok I think i'm done ranting.
    (0)

  6. #6
    Player KigenAngelios's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Angelios
    World
    Carbuncle
    Main Class
    SMN Lv 90
    While this will be a welcome change as the player base gets smaller and smaller it still does not fix the central problems around crafting and the fact that no one is really buying anything. Increasing the cap may push the economy a little bit for those who just want 2 crafts at 100 but it won't do much beside raise the price of synth mats for a while - so in that regard you may have nothing to worry about.

    If you want to revive crafting add some worthwhile non-synergy gear, even cursed/abj that will be applicable to the eventual 99 cap.
    (7)

  7. #7
    Player
    Join Date
    Apr 2011
    Posts
    1

    y?

    Just let everyone level all the crafts to 100 already. I never really understood y all those limitations were there in the first place. And stop this incremental stuff. should be like a bandaid.
    (0)

  8. #8
    Player Ezekieal's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    88
    Character
    Ezekieal
    World
    Lakshmi
    Main Class
    THF Lv 99
    i personally would prefer to see 80 lvls to share with the cap remaining 60 rather than raising cap to 80 and keepin the 40 lvls to share. as with skill+ gear and adv support its possible to have lvl 85~ skill making it almost possible for someone to craft everything albeit with breaks.

    also think its probably time to knock the evolith system in the head. it was desicively underwhelming @75 and now its just plain pathetic as any small niche of usefulness it had died along with the lvl cap.
    (0)

  9. #9
    Player Treasurehider's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria Rank 10
    Posts
    32
    Character
    Treasurehider
    World
    Bismarck
    Main Class
    THF Lv 99
    I like the idea. Would be excited to see the aftermath once it's implemented.

    However, I agree with a few here that have stated most of the past equipment required a crafter. Heck, Optical Hat, Cursed Gear from sky or whatever, even Salvage Gear, even other stuff.... Relics as well (kinda).

    Abyssea doesn't really have much of this and Abyssea gear seems to be the new dominating desires of most FFXI players.

    While news of being able to augment pre-obtained pieces was exciting (i.e. Kitty pants), requiring synergy to do it was a bit of a ... well I guess what else would you do. But unless I've misunderstood it, it would be great to offer some new 90~100 level synths to the original set of craft skills to assist in these augments.

    If that was done, I think, personally, without trying to be biased, this would be an overall good change.

    I've personally felt a bit betrayed lately in the fact that I, as well as many others, spent 7+ years obtaining all this great gear, just to have it replaced by Abyssea gear; which is great, but just as easily obtained within ~month, whether you've been playing the game for 8 years or 6 months. It was nice having gear to show off (gloating) from all of the hard work you've done. (tried wording that without sounding like a leetist (sp?), but I'm sure I failed) Sorry.
    (1)
    Last edited by Treasurehider; 04-06-2011 at 10:51 PM. Reason: Being more descriptive

  10. #10
    Player Ruujin's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    9
    Character
    Ruujin
    World
    Quetzalcoatl
    Main Class
    DRG Lv 99

    to craft or not to craft

    I do think the changes outlined will breathe some new life into crafting for the purposes of synergy sometimes it difficult to find skilled craftsman at certain times of the day. So I am certainly looking forward to crafting the materials needed to put together relic weapons since dynamis changes are being planned. My only issue with crafting that i would like to see addressed is the effectiveness of Hallowed Water on doomed characters. It certainly seems to be a waste to aquire key items, farm synth mats and produce a higher quality holy water that has the same chance of removing doom as regular holy water.
    (1)

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