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  1. #1
    Player
    cgbspender's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    634
    Character
    Honinbo Dosaku
    World
    Ragnarok
    Main Class
    Culinarian Lv 70
    Speaking of "tuning", fights were not the only thing that seemed to be overlooked. On day 1, gearing 2 HC statics meant :

    1300-ish raziqsap , 150-ish arachne webs, 290-ish Borax, 130 scheelite, 80 dubbin, etc

    Total seals needed for 2 statics : 1,379,000 seals. Capped at 50k for all players, that doesn't even half-cut it.

    Even, for just one static alone, this is way too much. Did the devs do the maths at all ?

    Nakade, former crafter in Solitude, world-competing FC.
    (1)
    Last edited by cgbspender; 10-03-2016 at 08:31 PM.

  2. #2
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by cgbspender View Post
    Speaking of "tuning", fights were not the only thing that seemed to be overlooked. On day 1, gearing 2 HC statics meant :

    1300-ish raziqsap , 150-ish arachne webs, 290-ish Borax, 130 scheelite, 80 dubbin, etc

    Total seals needed for 2 statics : 1,379,000 seals. Capped at 50k for all players, that doesn't even half-cut it.

    Even, for just one static alone, this is way too much. Did the devs do the maths at all ?

    Nakade, former crafter in Solitude, world-competing FC.
    They likely made it that way to encourage group crafting and whatnot. The devs have openly expressed disliking omni-crafters, hence red scrips (an awful system) and later, specialists. Basically, they don't want one or two crafters being able to supply their entire FC. Furthermore, those requirements keep people running roulettes, fates and their challenge logs because you'll constantly need to stock up on seals. While a costly alternative, you can buy all these mats off the MB if you despise seal grinding.

    Basically, you are asking it be made easier for only a few crafters to supply sixteen players with full ilvl 250 gear. Uh, why would that ever be a thing?
    (2)

  3. #3
    Player
    cgbspender's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    634
    Character
    Honinbo Dosaku
    World
    Ragnarok
    Main Class
    Culinarian Lv 70
    There is a misunderstanding here. Solitude, nor like any other hardcore FC, expects crafters to "supply their entire FC" alone. And no, I'm not asking to have an "easy time". I'm very fine with difficulty, but this patch is the only one, through all my entire career as a crafter, that felt really unscaled, in regards to how raiders/crafters can correlate.


    We had rough times before (specialists, favor grinds, etc), but the difficulty for them "scaled up" well with the raiders progression. And this, was perfectly ok, regardless of the grind.

    3.4, however, didn't scale up well at all. In all previous tiers, teams competing for world-progression could usually handle the first floor with their previous gear, and then start receiving the next few pieces of gear progressively as they were progressing into the tier themselves, in a progressive manner. That kept a fair balance between how fast crafters can craft and raiders can progress, which I think was good. The balance was broken in 3.4, due to the excessive amount of seals materials.
    (0)

  4. #4
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Bourne_Endeavor View Post
    Basically, you are asking it be made easier for only a few crafters to supply sixteen players with full ilvl 250 gear. Uh, why would that ever be a thing?
    Because this whole method of economic control has proven efficient to make one thing and one thing only, make only a few crafters the suppliers of the market board and in general, making the richer even more and faster than ever richer while making the entry level to crafting much, much, much higher, thus, less competition, higher prices, more resources for a few. And considering switching specialists isn't something impossible, not even hard, hardcore crafters just rotate through the specialists crafting bulks of items to later list them. To not mention most have 1 or 2 alts, with other specialists ready.

    You are right, it will never be a thing, is evident economics are another thing about this game that is completely above the level of the dev team, their fixing to the "omni-crafters" was making them "snowflake-crafters", limiting their productivity 3 times, but making everything they make 20 times more valuable. LMAO.
    (1)

  5. #5
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Alexander_Dragonfang View Post
    Because this whole method of economic control has proven efficient to make one thing and one thing only, make only a few crafters the suppliers of the market board and in general, making the richer even more and faster than ever richer while making the entry level to crafting much, much, much higher, thus, less competition, higher prices, more resources for a few. And considering switching specialists isn't something impossible, not even hard, hardcore crafters just rotate through the specialists crafting bulks of items to later list them. To not mention most have 1 or 2 alts, with other specialists ready.

    You are right, it will never be a thing, is evident economics are another thing about this game that is completely above the level of the dev team, their fixing to the "omni-crafters" was making them "snowflake-crafters", limiting their productivity 3 times, but making everything they make 20 times more valuable. LMAO.
    When BiS gear were locked behind red scripts, I would have agreed. Now, however, you have access to basically everything except the most recent recipes. And even those aren't technically gated as capping red scrips once a week essentially allows you to rotate your specialists how you fancy. I made 2M the other day selling furniture I could have done in baby leveling gear. If you understand the market and don't instantly run to the best crafts, you can make a small fortune. I've probably accumulated 25-30M over my year long play time. The vast majority of that came from selling stuff anyone could make just by leveling their crafters to 50. Hell, I even took months off crafting to boot. You do not need pentameld, BiS gear to earn a profit in this game.

    Quote Originally Posted by Kitfox View Post
    OP makes me very worried about this raid tier. My group only did a couple of hours in A9S so far and it seemed extremely easy for savage content. If the last reason to raid (challenge) is taken away, I'm not sure what I'm going to do in this game.

    Reasons to raid: Story, Gear, Challenge

    RIP raiding, time to start doing min-ilvl challenges instead I guess.
    Honestly, I want the devs to make this a viable option. Put achievements or even the primal mounts behind low ilvl thresholds. That way people who want an "easy" version can blow through it while those who want a challenge are also rewarded for their efforts. I feel this is where FFXIV lacks: gifting rewards to everyone because some people only want the easy way out.
    (0)
    Last edited by Bourne_Endeavor; 10-03-2016 at 09:31 PM.