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  1. #1
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    Quote Originally Posted by Physic View Post
    There is no logical reason why there shouldnt be an npc option. Why do you or anyone else think there should not be one?
    I'm actually OK with an NPC option ... as long as it has the same risk of item loss, and costs a significant amount of gil.
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  2. #2
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    Quote Originally Posted by Sorel View Post
    I'm actually OK with an NPC option ... as long as it has the same risk of item loss, and costs a significant amount of gil.
    whats your op of a signifigant amount of gil? my guess is it should probably scale with level. how mnuch it should cost should probably relate to how much of your item/items are lost on failure. if you can lose everything it probably shouldnt cost an insane amount, even high level.
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  3. #3
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    Quote Originally Posted by Physic View Post
    whats your op of a signifigant amount of gil? my guess is it should probably scale with level. how mnuch it should cost should probably relate to how much of your item/items are lost on failure. if you can lose everything it probably shouldnt cost an insane amount, even high level.
    If we are talking about double inlaying, it should cost 10 times the amount of single inlay. But single inlay (if available) should only cost NPC retail price of the item.

    A shield costs 400K gil retail.
    Single materia inlay for it should cost 400K gil.
    Double materia inlay should cost 4M gil.
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  4. #4
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    Quote Originally Posted by Sorel View Post
    If we are talking about double inlaying, it should cost 10 times the amount of single inlay. But single inlay (if available) should only cost NPC retail price of the item.

    A shield costs 400K gil retail.
    Single materia inlay for it should cost 400K gil.
    Double materia inlay should cost 4M gil.
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
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  5. #5
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    Quote Originally Posted by Physic View Post
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
    the cost of a single inlay, too cheap
    the cost of a double, depending on how difficult it is for crafters to do, may be just right

    thats the main issue here, people are going to speculate on what will happen, but act remains, IF it is very hard for a crafter to do, the price SHOULD be really high, period

    some people just dont wanna pay for something regardless of value, and thats the main issue with the OP here

    hes also totaly anti crafter to begin with, which in itself kills all its merit

  6. #6
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    Quote Originally Posted by TheVedis View Post
    the cost of a single inlay, too cheap
    the cost of a double, depending on how difficult it is for crafters to do, may be just right

    thats the main issue here, people are going to speculate on what will happen, but act remains, IF it is very hard for a crafter to do, the price SHOULD be really high, period

    some people just dont wanna pay for something regardless of value, and thats the main issue with the OP here

    hes also totaly anti crafter to begin with, which in itself kills all its merit
    why do you think you think the cost for inlay is about right, at 10 times THE NPC PRICE of an item, do you think some one should pay you 2.6 mil to even attempt to upgrade their level 26 axe, knowing full well if it fails it cost them 240k and you nothing? i really dont understand you guys, you want to make materia into a rich mans pursuit only, and have the cost so prohibitive no one would even attempt it until they are at level cap.

    even at 200k a leve reset it would still take someone 15 days to even attempt a double synthesis at that price, at level 26, in 15 days they are likely to be level 40, its totally illogical.
    remember you are creating a system for all players, new players, and people who are returning. 10x npc price is insane for an upgrade that is supposed to be high risk of failure
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  7. #7
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    Quote Originally Posted by Physic View Post
    why do you think you think the cost for inlay is about right, at 10 times THE NPC PRICE of an item, do you think some one should pay you 2.6 mil to even attempt to upgrade their level 26 axe, knowing full well if it fails it cost them 240k and you nothing? i really dont understand you guys, you want to make materia into a rich mans pursuit only, and have the cost so prohibitive no one would even attempt it until they are at level cap.

    even at 200k a leve reset it would still take someone 15 days to even attempt a double synthesis at that price, at level 26, in 15 days they are likely to be level 40, its totally illogical.
    remember you are creating a system for all players, new players, and people who are returning. 10x npc price is insane for an upgrade that is supposed to be high risk of failure
    I see your point, sir. May I propose a compromise?

    Reduce the cost of the Second Materia Inlay to only 2x the retail cost of the item. But increase the risk as the NPC attempts to inlay more and more materia. That way, the Materia system can actually scale up in the future.

    NPC 1st Materia Inlay = Retail Cost, Item Loss Risk = 0%
    NPC 2nd Materia Inlay = Retail Cost x2, Item Loss Risk = 25%
    NPC 3rd Materia Inlay (future) = Retail Cost x4, Item Loss Risk = 50%

    PC crafters would have reduced risk (-1% for every 2 crafting levels).

    This way, crafters have a benefit, but don't monopolize the entire system. This sets a floating ceiling on what they can reasonable charge for a particular level of materia inlay for a particular item.
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  8. #8
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    Quote Originally Posted by Physic View Post
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
    I don't believe so.

    The item retails for 400K.
    The Double Inlay cost is 4M (10x400K).
    The materia came from in item another item that retails for 400K. Since you need 2 for a Double Inlay, that's 800K.

    Not including catalyst costs that's 5.2M gil. The real gil sink is the forbidden Double Materia Inlay, not the items or materia themselves.
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  9. #9
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    Quote Originally Posted by Sorel View Post
    I don't believe so.

    The item retails for 400K.
    The Double Inlay cost is 4M (10x400K).
    The materia came from in item another item that retails for 400K. Since you need 2 for a Double Inlay, that's 800K.

    Not including catalyst costs that's 5.2M gil. The real gil sink is the forbidden Double Materia Inlay, not the items or materia themselves.

    ok, even if the item you made the materia out of is 400k, your still not figuring the high risk factor, if failing destroys all mats, your looking at 20 mil, if its a 25% rate. and thats the break even cost, how much profit do you think some one is going to want totake for that risk?

    so lets see

    item materia 400k x2 800k
    item to put materia into 400k
    cost of first inlay 400k
    cost of second inlay 4 mil
    total 5.6mil
    If failure rate is 25% and all items gone
    22.4mil is break even point.
    and this is talking bout a midlevel item, since i rem level 26 items going for 200k


    basically you are going to turn this from a cool system for customization, to a super rich only endeavor. how much money do you think a new player makes? sure you ve been sitting on money for 9 months, but do you think a new playeror a battle class can afford 40 million gil for a level 35 item?

    your making it into a high level only pursuit, and only the richest players, i dont think this is meant to be like relic eq here.
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