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  1. #1
    Player
    SHJcules's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    288
    Character
    Jim Telos
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Well, I won't pretend I know more then the average gent here about economics, but I do know Animation. And I know that if every modeler-texturer-concept/lighting/storyboard artist etc also could animate as well as me, well I would have a really good time finding work! Much like that industry, I think MMOs should encourage specialization mastery and teamwork towards greater goals that one should not be able to accomplish alone.

    Also, XI had a limit system on crafts and it seemed to work out well enough. I would think that the devs in charge of its implementation knew at least a thing or two about MMO economics.

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Gridania
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    451
    Quote Originally Posted by SHJcules View Post
    Also, XI had a limit system on crafts and it seemed to work out well enough. I would think that the devs in charge of its implementation knew at least a thing or two about MMO economics.
    An issue I have with that comparison is that FFXI was not structured around crafting being a class in its own right. Placing a restriction across DoL is, philosophically, very little different from placing a restriction across DoW.
    (4)

  3. #3
    Player
    Zkieve's Avatar
    Join Date
    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80
    Quote Originally Posted by SHJcules View Post
    Well, I won't pretend I know more then the average gent here about economics, but I do know Animation. And I know that if every modeler-texturer-concept/lighting/storyboard artist etc also could animate as well as me, well I would have a really good time finding work! Much like that industry, I think MMOs should encourage specialization mastery and teamwork towards greater goals that one should not be able to accomplish alone.

    Also, XI had a limit system on crafts and it seemed to work out well enough. I would think that the devs in charge of its implementation knew at least a thing or two about MMO economics.
    To be honest that is my personal problem with this system.
    if it goes the ffxi route.

    other types well meh i dont care so much.
    Why? because the only real restriction was paying for a mule (wich it gives an advantage to those who dont care to pay extra to have more than 1 maxed whatever.)
    Everyone who did want to have multiple crafts , payed and rerolled.
    Without limitation the only difference is SE aint geting that extra $$.
    I did it , and i sucked it up on ffxi, and since day one i was happy i didnt have to do it again,

    If the system wont be like ffxi´s then whatever.But i rather make my stand now rather than later.

    I dont care about game economics , at all.I simply do not wish to pay more if i decide to have more than 1 craft like it happened in 11.

    Like i said on op is all based on pure speculation , but i like to say NO to paying more.
    Before they introduce that option.Idc if affects game economy or whatever to be honest.Even if i think that makes no difference.

    You dont need to max everything, this system only affects those who want to max 2-3 , and that is pretty comun in small self- suplyed linkshells.


    edit: well lets talk about economy since is a good topic actually.
    also , ffxi economy alright ? yea sure 4 years after , i still have nightmares of paying 20m for a scorpion harness becouse the crafters were overpricing everything and there was a tremendous inflation on items and next 2 weeks was under 1 million.

    The economy ONLY did stabilize when there was hundreds of crafters maxed.

    if they limit it , its gonna go to hell and back until enough people can supply the big demand that limiting brings with.hand full of Crafters monopolizing the whole markets , is this what you want ?

    The problem right now is that there is not enough "items" .that is all.Everyone crafting the same 5 synths per craft.

    edit:to resume the w"alloftext"

    limiting leads to a handful of crafters controlling the market.For a few years.
    We need new players,overpriced items is not noobie friendly.
    (1)
    Last edited by Zkieve; 08-05-2011 at 04:01 AM.