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  1. #1
    Player

    Join Date
    Oct 2011
    Posts
    45
    Quote Originally Posted by Frein View Post
    There is no way the server demand can keep up with the supply of "useful" items. When I grind, I can make hundreds of Iron Greaves in one sitting. There are very few items the whole server uses that much of in a week. The exp/synth just isn't high enough to support crafting in a purely player to player economy. A single crafter simply produces so much more than the server demands.

    Crafters are surely by far the largest contributors to money supply inflation simply because in order to level up in a reasonable time you have to make items that can be vendored for a minimal loss.
    As above, I love the new system, but I agree, one of the sole unaddressed problems with it is volume. In the last few levels of a craft, the sheer amount of items you have to craft (even at an optimal 500-600 exp per item) creates a glut of items in the market. The multi-materia destruction helps this a lot at those levels, so its probably ok there, but at mid-level you still get huge amounts of, say, brass needles, which are laregely not needed. Not sure what the solution to this would be, an exp bonus on finished items would be nice, or simply a normalization of total items needed per level above, say, 20. In other words, I agree, but don't know how to fix it.
    (3)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    132
    Quote Originally Posted by Derkatron View Post
    As above, I love the new system, but I agree, one of the sole unaddressed problems with it is volume. In the last few levels of a craft, the sheer amount of items you have to craft (even at an optimal 500-600 exp per item) creates a glut of items in the market. The multi-materia destruction helps this a lot at those levels, so its probably ok there, but at mid-level you still get huge amounts of, say, brass needles, which are laregely not needed. Not sure what the solution to this would be, an exp bonus on finished items would be nice, or simply a normalization of total items needed per level above, say, 20. In other words, I agree, but don't know how to fix it.
    Well for now I think the best route for the high 40s is doing as many local leves as possible. The experience bonus on these is really good, but I can see how at the last few levels your "basic" synths might dry out in terms of xp/synth. Maybe giving high level crafters more options to gain experience through guild tasks or company supply quests could help, but for the most part those last few levels should take a while and once you do hit those levels you're basically able to craft any recipe anyway.
    (1)