Then why are they full? and don't say its because of inactive people because they crash and dump retainers from time to time
MW is among the worst in any game I've ever played. The only games that are worse are ones where I have to spam chat to sell my items, like Diablo 2 or Runescape. Waiting 8 hours for a repair or a week for a sale is straight up BS.
They're full because they have a pathetically low limit on how many retainers can be put in a zone, thanks to hardware limitations. That's why it's a bad system.
This is one of the reasons I find the MW odd. There are all sorts of ways to segment a zone, especially visually that could essentially remove the barrier on how many retainers can be in a zone. Instead, we've got them all clusters together almost ensuring certain issues to crop up.
At the end of the day though, it doesn't really matter how they segment or rearrange a zone. All of that processing still has to be done by the machine. If you remember back when the game was fresh, it had countless lag problems because there weren't enough machines to handle all the characters, zones, and AI mobs in the zones. They restructured server infrastructure by adding more machines and breaking up regions of each zone so that a different machine handles the processing.
The difference between one of those machines and a machine that only does simple queries and information transfer is that the former handles hundreds of concurrent users while the latter handles tens of thousands. THAT'S why there's retainer limits in a ward, THAT'S why they kept going down when they were busy, and THAT'S why all the retainers have to be separated into zones instead of lumping them all together in one large zone.
Get rid of retainers and market wards please, and implement the AH and Mog House and mail delivery system.
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Running around back and forth becomes as redundant as running around with low anima, or doing the same leves over and over and over and over and over and over AND OVER.
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It's almost as if the developers implement ideas but don't test them out before releasing them. Some of these developers need to play the game for themselves for month to test the FUN/ENTERTAINMENT FACTOR in some of these outlandish ideas.
the fact still remains that even if the wards were any-good could you imagine them if 6 million people played this game. I dont play wow but that the number of players they claim to have.
It's funny because I see the same 15 names over and over bashing it, starting new threads, bashing new threads, fueling new fires, keeping this bumped.
argumentum ad nauseam is fueling the AH debate. Market Wards work fine. They haven't even crashed on my server (or if they have, my retainer has bounced back) in 4 weeks. It was a complain many had. Now it's "there's no room!" Well, wah! That was good for the crashes, then, now there's no crashes and there's a new "WAH" argument.
It's pretty ridiculous. It will be faster & easier for them to just fix the broken system than make an entirely new one or put that piece of crap system in XI into XIV. That system (btw) also crashed regularly and was full of lag. It also bounced out your junk if it didn't sell fast enough. I like the Market Wards because I feel more like I'm a merchant. I physically move from vendor to vendor and price match and ... whatever it's all been said before. I like Market Wards as much as many of you hate it. All that matters (in my humble opinion) is those micro-transactions SE wants to cash in on. I challenge SE to prove me wrong on that statement.
Just gonna throw my 2 gil into the mix.
Would be fine with SE keeping and improving the wards if....
- Show the specifics of an item, right now we have to guess based usually on price if an item is nq +1 +2 +3 etc...
- Update the search faster, so many times i search for an item and go to the npc that has it only to find out it is already sold(seems to take an hour in some cases to refresh).
- Give players the option to see past the cheapest 20 results..... often i search for things that have more than 20 entries and usually i'm looking for HQ stuff, so basically search limited results sorta cuts that off...
I was just reminicing about FF11 with LS members and thought:
1. In FF11 there was an AH that everyone and anyone could use
2. For linkshells looking to sell the bigger drops they camped in Rolanberry Mart outside Jeuno (primarily to avoid tax)
How about in FF14 if:
1. The current market wards (where individauls have retainers) should be shifted off to a Auction House ala FF11
2. This would free up the market wards for use by Linkshell Retainers only. Of course this would need Linkshell Banks/Storage and Administration duties implemented (I was thinking somewhat like other MMOs that have done similar things like this for years, e.g. Darkfall Online - and that online game is made by a true indie developer not a massive corporation like SE). It would also mean certain materials and gear couldnt be put on the Auction House. This would garner interest in people actually using the market wards beyond the AH.
3. I know in FF11 endgame shells hire out their services as mercenaries of sorts. For example some linkshells charged gil for HNM drops or gil to get salvage drops etc. If Market Wards were limited to Linkshell Retainers then perhaps there can be a Linkshell Taskboard or Request Taskboard. Individuals can seek out help for missions or NMs or Linkshells can advertise their services and be contacted. This can all take place in game without independent forums. It can also be used generally to build up player run events outside of battles/NMs.
Just a rough idea. Am sure people can scrutinize or add to it further
I would be tickled pink if they added linkshell retainers, banks and/or storage. But that probably involves its own set of headaches and issues.
And that taskboard idea would be great! I had flashbacks to FFXII — a good thing, trust me — but taskboards would be a more organized way for players to seek items. The MW/AH are all well and good, but they're not quite designed for seeking items or repairs, or straight up trades. That is, unless I haven't paid attention that well to the item search counter.
Of course, the MW/AH could be designed to handle these types of transactions better, like with a taskboard.
200 (retainers per ward) x 19 (wards per city) x 3 (number of cities) = 11,400 retainers supportable, currently, before they adjust the cap. As stated (and it looks like you even agree), the wards would crash long before getting to this number, and it's still 600 retainers shy of the 12,000 you think they can support.
600 is close enough
and as said, before they raise it
they are also working out the stability issues
but the main problem again as i said before, people will ALL want to go to a single city and they will complain to no end that that specific city is full, and be too stubborn to even start to consider the other cities as an option cuz thats unthinkable
Yes, I'm going to be waiting with bated breath to find out how they're going to improve stability while simultaneously increasing stress. . .
I know they have more than one server. But my point is the wards are maxed put now and the servers need at least four times as many players for the game economy to flourish. I couldn't imagine going through five times as many retainers even if they could make it stable. And even more than that if we each get three retainers
Also they just need to realize how stupid 15,000 retainers is gonna look.
Hi Twinkles,
I think you summed up my feelings on what to do to make the current Market Wards more workable. They work fine for me, but there will be problems (more below) as server population increases. But to echo your sentiments:
- Ability to see HQ Items (+1, +2, +3) in Search - Good news is that one of the Community Reps already confirmed this is on the way. Excellent. :)
- Seeing more than the Cheapest 20 Items - Like you, I usually look for HQ items, so many of the categories I search for has far more than 20 Slots being sold, which means I can't see anything beyond #20.
- And the Faster Refresh on Search Results - This one's more minor (it only happened to me once), but I can imagine it getting worse with more people playing.
The above would make the current Market Wards be really useful for me (even now it's loads better than Day 1 of this game).
But as some have brought up, I do worry about increases to Retainers and # of Players. The Battle Ward is by far the worst right now (the most popular, packed wall-to-wall with Retainers). I can't imagine how bad it would be if they increased the limit of Retainers everyone gets; and when we have a healthy # of Players after SE straightens this game out (and when PS3 launches).
I like aspects of the Market Wards of going through a "bazaar / marketplace"-type feel, but at the same time, in the busier areas it's so flooded that you only see small area being drawn in front of you anyways.
Whatever the solution, I just hope SE puts in some measures in place to monitor potential Unfair Market Practices / "Bullying" in the Market, via RMT / Gil Selling Corps (in XI they could lowball some item / resource, and drive out the competition, then raise the price to astronomical figures after everyone else gave up / moved to another item to sell).
One suggestion for the above that I had was for SE to hire some GMs that were basically like the Square-Enix version of the SEC (Securities and Exchange Commission) watching over Anti-Competitive Practices and Monopolies. It sounds crazy, but there should be something in place to monitor this.
We'll see how SE handles the coming months.
The market wards were/are a nice idea for people to sell some of their stuff but the idea that it would replace or work the same as an actual Auction House wasn't going to work out and it hasn't and even if they tweak it some more, really just add an AH and tweak that to combat RMT and the like. I really like the idea of both Wards + AH together, right now it seems avoiding they are circling the issue.
Market wards were the worst idea SE has ever had... granted they do get some points for originality. But they are quickly subtracted for the massive failure of said idea.