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  1. #1
    Player
    Madjames's Avatar
    Join Date
    Oct 2013
    Posts
    314
    Character
    Bathu'ra Lihzeh
    World
    Siren
    Main Class
    Rogue Lv 60
    I still want to know wth SE's problem. Putting crafting into the relic was a huge stupid mistake.
    (9)

  2. #2
    Player Terribad's Avatar
    Join Date
    Jun 2014
    Location
    In A Closet
    Posts
    240
    Character
    Moxie Desu
    World
    Diabolos
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Madjames View Post
    I still want to know wth SE's problem. Putting crafting into the relic was a huge stupid mistake.
    A lot of games have crafting infused into getting a high tier, powerful weapon. The problem with this game is, there's no real way to make money. People undercut because mmo economics is new to them. There's no open world boss that has phat lootz to go farm. There's no dungeon gear that's worth it to go farm and sell. Crafting in this game is boring and painful to a lot of people.

    The main thing people were doing was selling carries and for some reason I haven't seen that any more.
    (3)

  3. #3
    Player
    BreathlessTao's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,357
    Character
    Shuu Naranol
    World
    Omega
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Madjames View Post
    I still want to know wth SE's problem.
    SE's problem is that they can't seem to figure out any rational way to keep crafting relevant. They could remove the whole crafting system and nothing would happen to the game. So they implement bandaids like glamour outfits as ri-goddamn-diculous recipes (with HQ versions of course which makes so much sense on statsless clothes, and now with dyeable and undyeable versions separated as well so that it can be said we have a 100 new pieces when we only have 50), and relic "tokens" as even more absurd recipes. So that that vocal minority of relevant crafters are catered for - same type of minority, btw, as some claim those frequenting the forums are, in order to brush off the posts here as not representative of the whole community's wants and needs and bellyaches. The vocal minority of relevant crafters who have already amassed a fortune - nay, several fortunes, and many of whom buy up every available plot for themselves just because they can, just because they don't know what else to spend that fortune on, because there is nothing else to spend it on. What really baffles me though is that with all the restrictions we have, with all the hand-holding the game does throughout pretty much everything - why is there no limit on anything when it comes to the market board? Everyone is allowed to have up to 6 additional retainers - that's 120 additional slots for items to be put on sale. Everyone is allowed to ask as much as they want for every item. Everyone is allowed to undercut or overprice every single item, as much as they want, as many times as they want, as often as they want. It's just another one of those sad aspects of the game that SE doesn't want to "man up" in, and leaves it completely to the players because that's such a good thing - except this one isn't a good thing either, and it has been pretty obvious for far too long. Just a little regulation would go such a long way, and really, when compared to everything else we have, all the restrictions and limits... it just feels extremely naked, being as unregulated as it is.
    (5)
    Last edited by BreathlessTao; 12-18-2015 at 04:15 AM.