Just wondering, is leather farming "good" for gil-making? Are there specific mobs that drop decently priced leather? If so, I'd like to know so I can warm up while waiting on PFs or queues and make money.
Printable View
Just wondering, is leather farming "good" for gil-making? Are there specific mobs that drop decently priced leather? If so, I'd like to know so I can warm up while waiting on PFs or queues and make money.
Farming leather from kills just isn't realistic or profitable for the effort invested. You CAN make gil selling leather, but typically that's by sending your combat retainer out to get the types that currently selling. The best time to do this is early in an expansion since everyone is leveling their crafters and the new leather is in short supply. But even later in an expacs life leather still ends up having value since it's still needed in some cases and late comers still need leather for leveling their crafters.
But just farming mobs for leather... yea that's a waste of time IMO. You'd be better off doing fates while waiting for PFs or queues to get bi color gems to buy things to sell or unlock stuff.
The thing they're bandaiding is their own kludgy pacing hacks that they introduced in HW onwards. ARR didn't need any bicolor gemstones because not only are ARR droprates higher, 1 ARR skin drop also made 1 ARR leather so it's perfectly viable to just kill mobs for a little bit.
They could simply choose to not have bad drop rates and grindy recipes.
I don't think the materials for gems were a bandaid fix, just a way to deal with excess gems, as they made FATEs more worthwhile with the progression and rewards.
I mean adding a leather gathering class would ALSO make players play the game, thus add subscription time, so I'm not really sure what your point is there. And the bicolor gems work just fine to serve as an alternate source to using retainers, so I don't think it's about that either.
The real root of a lot of these problems is that they have pay to win (to some degree) in a subscription based game. Extra retainers should not be a thing for extra cash, and because it is we have systems tied to it as the most efficient method for profit. It is free to play game issues bleeding into mmo's with full subscriptions to mess things up. All retainers should be given as part of the $15 a month, with fewer given for $12 a month (as that is sub standard rate for a AAA MMO). Get rid of the idea of extra retainers for a price and suddenly we would have a leather/monster item gathering class and the game would be better, but profits would likely go down. Whales, and those willing to pay to win are ruining a lot of games, and this is just a small tip of that iceberg.
I hope ffxiv leans into their culture and idea of people being on a level playing field regardless of wealth instead of what we currently have. I really can't come up with any reason but profit margins for the current weirdness of drop rates and difficulty of gathering these crafting items.
SE basically already said no that why they added bi colored gems