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  1. #231
    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)

  2. #232
    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)

  3. #233
    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)

  4. #234
    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)

  5. #235
    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

  6. #236
    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.
    (0)

  7. #237
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    1. Evolith + Magian Moogle = Enhanced weapons and Armor.

    Let us get Evoliths from synthesis, synergy, PvP rewards (Colosseum *twist fingers*) and quests. And then use these to augment weapons and equipment without the restriction of having the right socket/elemets.

    2. Reuse old equipment Sky Gear/Homam/JSE/AF -> Synergy = Lv99 equipment.

    3. Higher tier of food and drinks from synergy.
    (0)

  8. #238
    Player VoiceMemo's Avatar
    Join Date
    Mar 2011
    Posts
    827
    Character
    Voicememo
    World
    Asura
    Main Class
    BRD Lv 99
    Since we now know the update is scheduled for Sept 19th from other posts, I was rereading this post and it occurred to me that there seems to be 2 options here.

    Case 1:
    Quote Originally Posted by Camate View Post
    For the future expansion of synthesis and synergy, we’re looking into raising the skill level limitation from 40 to 80 during the next version update. Once this change takes place, you will then be able to have two crafts leveled to 100.
    In this case if the limitation were raised from 40 to 80. This would mean 2 crafts at 100 and the rest at 60.

    Case 2:
    Quote Originally Posted by Camate View Post
    The main points of adjustments beginning from the next version update and on are listed below:
    • Raise the 40 skills levels that can be distributed when a skill reaches 60 to 80. (Makes possible the ability to level two skills to 100)
    • For the next version update “Revoking Craftsmanship Status” will remain the same as original (Bringing your skill down to 60). For future version updates we plan on making adjustments so that the system allows you to decide which craft skill you would like craftsmanship revoked.
    • Additionally for future adjustments we are thinking about increasing the levels further beyond 80.
    In this case if the base skill was raised from 60 to 80, this would mean 2 crafts at 100 and the rest at 80.

    Between the 2 cases I would prefer case 2 because It would not only give us 2 100 lvl crafts, but all the subs would be 80.

    Can we have clarification which case is being implemented?
    (0)

  9. #239
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    After re-reading what you posted, this might not be such a bad idea in either case. Sounds like u can technically have either 3 crafts to 100 or 2 crafts to 100 with 2 additional crafts to 80 if one likes on the same character. I didnt think about it like that but still i hate limits of any kind and would like all to 100 but this is a good start I suppose. One thing I would like though is a small change to the Revoke craftsman rank. In stead of completely wiping say the 20 skill levels above sixty for the craft being revoked what I was able to revoke only 10 so I can put it elsewhere?
    (0)

  10. #240
    Player VoiceMemo's Avatar
    Join Date
    Mar 2011
    Posts
    827
    Character
    Voicememo
    World
    Asura
    Main Class
    BRD Lv 99
    Huh, I don't see how you got 3 crafts to 100 from my post.

    Case1 of increasing the levels beyond 60 from 40 to 80 means 2 crafts to 100. 60 + 40 = 100 for 2 crafts(40 x 2 = 80 for craft skill limits), rest at 60.

    Cast 2 of increasing the base level when the craft limitation is applied, but leaving the limitation at 40 is 80 + 20 = 100 for 2 crafts(20 x 2 = 40 for craft skill limits), rest at 80.

    Even if you combined both cases you would not get 3 guilds at 100, combining the 2 would give 4 guilds at 100.
    80 + 20 = 100 for 4 crafts (4 x 20 = 80 for craft skill limits)
    (0)

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