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  1. #1
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    Quote Originally Posted by darkstarpoet1 View Post
    not only that veds, but once you take into account how many hempen doublets could one person use? you use one and then you move on. yes, as new people join the game that one person will need one more, but it will likely be someone that has already used the item and just doesn't want to npc it so gets some super cheap price for their old gear or just tosses theirs to them.

    since i see alchemist as r50 my logical question is how many thermal alembics have you bought? one maybe 2(if you want a backup).

    in that same time i wonder how many earth shards you used ranking up your armorer? 50,000+?

    i wasn't pointing out you specifically, because i don't disagree with your point i just wanted to expand on it.
    i actualy bought 0....
    i made my own

    and yeah shards were painful for armoror lol


    but in the end the problem is, as i said, people dont need 5000 canvas doublets, they dont need 10000 linen hats
    or any item

    right now, the market sells really well having 10-20 of any item on it at a given time, more then that and you end up with uber undercut wars in which no seller wins, and it gets to the point where you are losing money(and at that point you stop making gear cuz you odnt profit off it)

    in the new system, people will be grinding on gear, whatever gear gets deemed the "leveling recipe" is gonna become worthless overnight, while those that do have more materials to them will at least be more competitive on the market(more people can make them but wont unless they wanna sell them specificaly, and those types dont make a ton of them)

  2. #2
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    darkstarpoet1's Avatar
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    Darkstar Poet
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    Excalibur
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    Carpenter Lv 60
    Quote Originally Posted by TheVedis View Post
    i actualy bought 0....
    i made my own

    and yeah shards were painful for armoror lol


    but in the end the problem is, as i said, people dont need 5000 canvas doublets, they dont need 10000 linen hats
    or any item

    right now, the market sells really well having 10-20 of any item on it at a given time, more then that and you end up with uber undercut wars in which no seller wins, and it gets to the point where you are losing money(and at that point you stop making gear cuz you odnt profit off it)

    in the new system, people will be grinding on gear, whatever gear gets deemed the "leveling recipe" is gonna become worthless overnight, while those that do have more materials to them will at least be more competitive on the market(more people can make them but wont unless they wanna sell them specificaly, and those types dont make a ton of them)
    another thing to look at is over time with the vendor wars over price to sell the item first. ok i want to go and make my own cotton robe. i look up the materials including shards and realize i can make it myself for 12k. i then look at the wards and realize the bidding war has taken the price down to 5k just to sell the item off. i realize by just buying it in the wards i save 7k gil. does that give me an incentive to craft or does that give me the incentive to stay away from crafting because it starts looking like a major gil sync?
    (5)


    http://crystalknights.guildwork.com/

  3. #3
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    Quote Originally Posted by darkstarpoet1 View Post
    another thing to look at is over time with the vendor wars over price to sell the item first. ok i want to go and make my own cotton robe. i look up the materials including shards and realize i can make it myself for 12k. i then look at the wards and realize the bidding war has taken the price down to 5k just to sell the item off. i realize by just buying it in the wards i save 7k gil. does that give me an incentive to craft or does that give me the incentive to stay away from crafting because it starts looking like a major gil sync?
    it gives you a reason not to craft that item honestly
    as long as we have a large ammount of finished items, there will always be something to make that others dont want to

    what this change affects the most are the items that people are going to want to level on vs selling them

  4. #4
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    Ferth's Avatar
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    Ferth Fontaine
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    Hyperion
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    Thaumaturge Lv 70
    Quote Originally Posted by darkstarpoet1 View Post
    another thing to look at is over time with the vendor wars over price to sell the item first. ok i want to go and make my own cotton robe. i look up the materials including shards and realize i can make it myself for 12k. i then look at the wards and realize the bidding war has taken the price down to 5k just to sell the item off. i realize by just buying it in the wards i save 7k gil. does that give me an incentive to craft or does that give me the incentive to stay away from crafting because it starts looking like a major gil sync?
    That's a really good point.
    (0)

  5. #5
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    Quote Originally Posted by darkstarpoet1 View Post
    another thing to look at is over time with the vendor wars over price to sell the item first. ok i want to go and make my own cotton robe. i look up the materials including shards and realize i can make it myself for 12k. i then look at the wards and realize the bidding war has taken the price down to 5k just to sell the item off. i realize by just buying it in the wards i save 7k gil. does that give me an incentive to craft or does that give me the incentive to stay away from crafting because it starts looking like a major gil sync?
    This is the core problem for crafters, especially for new players who wants to craft. And that's why I really do not favor the planned changes.

    I agree to the devs for simplifying recipes for low rank items, but simplification itself is not the way to make a game better. More importantly, they should let new crafters learn how to craft.

    For example, they can:
    1. Make an in-game recipe encyclopedia to let crafters' life easier;
    2. State more clearly on the recipe page of what level of craftmanship or magic craftmasnship attributes are required or which one is favored for certain recipe;
    3. Make all part recipe rank of a certain finished item equal or below the recipe rank of the finished item. (sorry about my English...) e.g. All recipes of parts for a R30 weapon should be R30- recipes, instead of with 1 or 2 particular parts need a R50 crafter to make.

    These are what I can think of for the better of the game, but not just simply abolishing this and then abolishing that. That is irresponsible and not helpful. (By the chance to say I hate the decision they made for simply abolishing repair mats so that I have to pay 5k to repair every time although I am a R50 crafter, oh, and do not mention how many mats ppl vendered to NPC)

    One more point of view, for high rank items, e.g. 40+, I believe they could make the recipes for finished items even more complicated, or better think of some way to make items dissapear, like drop off due to death (of course at a very low probability), or be totally broken when add materia on it, etc. The purpose is to make items more treasurable so that prices will stop dropping, i.e. to blalance demand and supply.

    Everyone knows why governments make so much efforts to activate economy: they do not wish to see economic recessions, during which period consumers are less willingly to spend, and in turn producers are less willings to create, and sometimes that will be a vicious circle.

    It's the same in game, I always believe besides making the game more fun, the devs do should think of how to fix the economic recession we're experiencing now.

    Do not wish new joiners after PS3 release would have passion to produce/create if the economic state has not been improved. Even if they would bring new demands to stimulate the economy, I don't think the situation could last for long.

    It's the problem of the economy operation mechanism of FFXIV, and that could not be fixed by simply abolishing something like the parts.
    (3)
    Last edited by Kel; 08-23-2011 at 03:25 AM.