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  1. #29
    - 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.
    (2)
    Last edited by SolArisa; 01-01-2014 at 06:28 PM. Reason: placing 1000 char limits on constructive criticism is simply BS.

    Quote Originally Posted by Vespar View Post
    Met my hubby on XI. Even though we were from different parts of the world, I flew to meet him and haven't left his side since. Now we're here in XIV :3