How about Ilvl 80 crafted gear with mytho items
Alchemy would be way better if potion cooldowns made more sense. I understand a healing potion having the cooldown it has, however, an antidote having the same cooldown as a regular healing potion makes absolutely no sense. It is not as if you ever go against an enemy that poisons you once every 90 seconds lol. Using antidote repeatedly if the situation calls for it makes sense and should be that way. It is like that in other mmo's. The problem is every time we bring up something that makes perfectly good sense, SE responds " That is working as intended" or " We do not want to invalidate the White Mage class". Basically, some line telling us how they want us to play the game that we are paying for.
Crafting in FFXI was 50% luck, 50% how insanely much you put into the grind.
You could level every craft to 60, then you have 40 levels to distribute among all your crafters, max level of 100 in one craft with 60 in all others, or 80/80/rest 60, etc.
There was no skill behind it, just throw items together, chance of success/HQ depended on level of your craft(s) vs level of recipe.
Leveling up was a random chance at a 0.1-0.5 increase in level for attempting a synth high enough to boost you. Most of the last 20 levels was spent doing 10 useless synths of hard to get items for that 0.1 increase.
that actually makes more sense. at least in terms of limiting the amount of crafting u can get maxed. czu as of right now, i dont even have to buy any mats from the AH since i can get and/or make them all on my own. Therein lies the problem that's causing the economy to stagnate over time.Crafting in FFXI was 50% luck, 50% how insanely much you put into the grind.
You could level every craft to 60, then you have 40 levels to distribute among all your crafters, max level of 100 in one craft with 60 in all others, or 80/80/rest 60, etc.
There was no skill behind it, just throw items together, chance of success/HQ depended on level of your craft(s) vs level of recipe.
Leveling up was a random chance at a 0.1-0.5 increase in level for attempting a synth high enough to boost you. Most of the last 20 levels was spent doing 10 useless synths of hard to get items for that 0.1 increase.
- NPCs mustn't sell any items which can be obtained by other means. Exception: basic level 1-15 gear
- Anything which is crraftable may not be quest rewards. Exception: Low-level medicine and food
- Make bosses drop unsellable and untradable ingredients. Also avoids RMT.
- Don't give everyone all recipes. Make them rare drops, quest rewards, etc. Like in the early days of 1.0. Also avoids RMT.
- Implement recipe chains, e.g. recipe for B requires a HQ version of recipe A which itself required untradable mats.
- Bring back cross-class recipes like back in 1.0, e.g. a high level armor requiring lvl 50 ARM and lvl 40 LTW
- Never drop food, gear > level 15, medicine or even materia as quest rewards.
- Keep rare items rare, instead of handing them out to everyone. Create rare ingredients (meaning: not 10+ up on the AH for sale).
- Implement drop caps, e.g. never allow more than 10'000 electrurm ores in circulation. If this happens, mines are simply depleted, trees need to grow again, etc.
- Remove the 100% possibility of crafting HQ items from NQ mats.
- Stop throwing exp at gatherers and crafters like cheap candy. Make their quests and leves drop ingredients or recipes only, no exp.
- Place ilvl caps on dungeons, or remove ilvl completely. ilvl must not exceed the player level, otherwise it needs to be synced down, or ilvl of frequent dops reduced to the dungeon level.
- Give food and medicine noticable effects, reduce the stats of gear. Medicine effects should last as long as their cooldown.
- Make gathering fun again, and reduce drrop rates, by bringing back the mini-games from 1.x. Also helps avoiding RMT (there were no really working gathering bots on the market back then). Make nodes appear on random locations. Make MIN and BTN drops random, like FSH.
- Gathering attempts must never reach a 100% success rate (at the moment, they never drop below 100% for a lvl 50 char).
- Remove Stealth, drop ingredients for high level items only in dangerous places.
- Let gear break when it reaches a 0% condition. Should only be convertible then, but not repairable. Remove repair NPCs and bring back the repair mechanics from the time of patch 1.23.
- Make all gear convertible. Make convert results more random and allow lower rank caps.
- Make 5-melded gear as powerful as dungeon rewards.
- Offer an API to the markets or implement it on the Lodestone, something equal to the old ffxiah.com. Prices, sales, and pricing trends should be checkable online on the web and not just in-game via the market board UI.
- Make gil exchangeable into Crysta at a dynamic conversion rate. Also helps killing RMT.
- Transfer the responsibility concerning the markets to an employee with a proper education in economy, and not a regular game designer.
Last edited by SolArisa; 01-01-2014 at 06:28 PM. Reason: placing 1000 char limits on constructive criticism is simply BS.
Stop making all this stuff people should be gathering availible for 2 gil from a vendor.
@ SolArisa
I like many of your ideas that you came up with. However, I don't think that they need to change the way items are crafted, or gathered, or the amount of items that are gathered and crafted at once or the amount of items in circulation. The problem with gathering and crafting is that, it it's current state, it is ill-legitimized. Currently, there is no demand for many many high level crafters because there is nothing really for them to do. This creates a problem for gatherers, as with nothing for crafters to do, there is no one buying raw materials from gatherers or even hunters. All they have to do is come up with a system that makes crafters and gatherers actually use their trades in the open market. If you go to the first page and look at my post, you will see a great idea for that. Tell me what you think. I do like the idea though of removing 100% chances from gathering, and HQ's. I also do not think that implementing more anti RMT measures is necessary. EVERY MMO has RMT. EVERY MMO will always have RMT no matter what you do. Creating and designing a game to include heavy anti RMT measures just makes for a lesser of an experience for everyone else.
Last edited by Draco; 01-02-2014 at 05:23 AM.
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