An ffxiv version of the gold saucer would kill my wallet in a matter of minutes
An ffxiv version of the gold saucer would kill my wallet in a matter of minutes
Pecisation.. non-forced gil sinks..!
While an hardcore gamer can make 10 millions in a month.. a casual can make roughly 700k..
Oh and it's "kai-neh", not "kain".. and it is feminine.. u.u
Dude even a casual player can make 10mil in a month with no effort. Hardcores are making over 10mil per week. I'm trying to up my income to 20mil per week. If only stuff would sell fast enough.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
Well do you know I have roughly 2,8 mil and I play since pre-launch..? not everybody is a crafter.. and most impolrtantly, not everybody is unemployed.. or just has that much time on their hands..
Oh and it's "kai-neh", not "kain".. and it is feminine.. u.u
Thanks for the comments and analysis origamikitsune, let me take some time to comment as well.
I think the numbers can be adjusted a little to achieve a good balance so that it doesn't undermine crafters. It's tricky though, because if the NPC repair price is too high, then it becomes functionally equivalent of not having a repair NPC at all since no one will use it anyway.NPC Repairs:
I understand what you are trying to suggest here, and I applaud it. However, I think the system as you proposed it undermines a lot of crafters. Granted, the repair system as it is seems broken to me, and fairly inconsistent. I just think that there might be a better solution that takes into account that crafters (whether we like it or not) are in fact a main class in this game, and there is probably some compromise that can be achieved. I will be the first to admit, I have no idea how this can be done.
As long as the convenience of a repair NPC justifies the cost, then that would naturally balance things out.
If there was a repair NPC at each camp, then that would be convenient. Perhaps then the NPC repair could be lowered, but have it only repair up to 75%
Also, we could give player repairs more utility. First of all, consolidate the repair mats more so that crafters don't have to carry so much crap around.
Secondly, allow people seeking repairs to attach a repair mat to their item along with the gil reward so that crafters without the item can still repair the gear.
Thirdly, give player repairs more or an enticement. Such as, if you repair your gear with a +3 mat, your gear gets 150% durability, and a stat boost or something.
That would be reasonable, I agree.
I'm fairly sure the dyeing synthesis changes I laid out in my other thread make sure that synthing dye and gathering the mats for dye still have a place in the economy.Dying...
And again... I would add however, the idea that Amineri posted in another thread. Open the full range of dyes we have now to NPCs as a gil sink. But allow crafters to freely mix and match parts to make any color combination. For example, if you have a recipe that requires "Robe (black)" and "Under-Robe (Red) for your Darth-Maul Costume, make that color combo NPC available because it exists in the game already. Allow crafters to do "Robe (Green)" and "Under-Robe (Blue)" to make a green-blue combo. Yellow and White for a yellow-white combo, etc. It provides a gil sink that people will use, but also adds features for crafters so that they aren't overshadowed. It also keeps Gatherers from loosing out on the fact that the mats are no longer in demand by the crafters.
Indeed. The more superficial gil sinks we have that do a lot to stimulate players and don't affect class balance the better.What you forgot:
Changing inconsequential things, like hair styles, facial hair, scars and other features, is a wonderful gil sink. If it is purely for aesthetics, there is no reason it shouldn't be changeable... for a price. And since these things are no something crafters can do (I don't see Cosmetologist as a class), there's no worry about hurting the economy.
Did someone mention this already?
Coughcoughtripletriadandyoubuyboosterpacksfromannpc.
Also make it so if you lose a game of Triple Triad you give up a card in your deck (or whatever they called it, I never paid attention) to your opponent.
Peach Parfait/Khulan Angura on Gilgamesh
Yep! I had it listed out with my original Triple Triad proposals.
Triple Triad could also be a decent gil sink.
Have card shops in all 3 cities. Each shop sells starter packs and booster packs that feature NPCs and monsters from that region.
Starter Pack 1: 5,000 gil - Contains 10 random low level cards, and one random medium level card.
Booster Pack 1: 50,000 gil - Contains 5 random low to medium-high level cards.
Booster Pack 2: 150,000 gil - Contains 5 random medium to medium-high level cards, with a chance for 1-2 of them being high level cards.
The best cards have to be "Monster Carded" from high rank mobs, or won from a high rank NPC, or as tournament prizes.
Excellent post and thoughts... Image if all these things would come to pass.![]()
Work To Game on YouTube [Guides, and More]...
https://www.youtube.com/c/worktogamevideos
Host on AetheryteRadio... Boom City!
Petition for Microsoft to allow XIV with cross system play:
https://www.change.org/p/phil-spence...atform-servers
Like all of OP's suggestions.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.