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  1. #11
    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)

  2. #12
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    So far I've found plenty of new recipes that hit the 400-500xp mark per synth. Even in the 40's (GSM), I'm not having any trouble. In fact it seems easier. Electrum Ring mats are so easy to get now its like a free syth if you have miner. I could make em all day long. Then by the time you're done with that you've mined so many jewels you can just switch to jeweled rings and you're set to 47....

    People are just too lazy to work with the new recipes....
    (2)

  3. #13
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Carpe View Post
    Iron Greaves are part of the old crafting recipes. After a while you won't be able to make these anymore. The new recipe designs don't have these kind of synths that are "just for skill points". The new "grind" synths are the basic mats that you will use over and over in your recipes and that are needed by other crafts for their recipes. Using Armorer as an example, to get to Armorer 40+ you literally do not need to make anything other than ingots, rivets, rings, and plates. These 4 basic materials are used in basically every finished product that an armorer can make in the new recipes. They're also needed by other crafters as well. That's what creates the demand for them and makes them "useful" synths. With leatherworking you skill up on making hides to leathers, carpentry logs to lumber, clothcraft making threads and cloths.

    Iron Greaves are a perfect example of what was messed up with the OLD system. You took your materials and kept sything them into more and more specialized materials or "parts" until you ultimately had something like a weapon part, armor part, button, strap, etc. These parts could only go into a small number of finished products which was what made them worthless to try and sell in the wards in large numbers.
    I know Iron Greaves are an old recipe. The reason people use them is because ingots require a massive capital investment due to the raw material prices and people simply don't make enough gear to drain the system of them fast enough (the large investment also makes it infeasible to vendor the ingots).

    Besides, the basic recipes don't give much exp past L44+ or so and finished gear is what you'll have to make if you want decent exp from the new recipes. On my server the wards are pretty much flooded with cobalt gear and moving them is slow despite the constantly falling prices. Clearly we have yet to hit market equilibrium in materials and gear, so the situation may eventually improve unless materia conversion rate creates a bottleneck to gear demand.
    (0)

  4. #14
    Player
    MANTASTIC's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Mantastic Voyage
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Frein View Post
    I know Iron Greaves are an old recipe. The reason people use them is because ingots require a massive capital investment due to the raw material prices and people simply don't make enough gear to drain the system of them fast enough (the large investment also makes it infeasible to vendor the ingots).

    Besides, the basic recipes don't give much exp past L44+ or so and finished gear is what you'll have to make if you want decent exp from the new recipes. On my server the wards are pretty much flooded with cobalt gear and moving them is slow despite the constantly falling prices. Clearly we have yet to hit market equilibrium in materials and gear, so the situation may eventually improve unless materia conversion rate creates a bottleneck to gear demand.

    I keep hoping they lower the spiritbind time and also remove the need to be a crafter to attach materia to fix this situation. It sound like a kick in the balls to crafters, but it might be the biggest boon the economy will ever see if they did it. materia everywhere, and DoW/Ms buying all our crap to either attach materia to or turn into more materia. DoW/Ms would also be breaking and buying more gear trying to attach multiple materia, making even more demand for gear. And really, that's whats missing the most in the current upper-tier economy: demand.
    (1)

  5. #15
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Quesse View Post
    Electrum Ring mats are so easy to get now its like a free syth if you have miner.
    Last I checked, Electrum Ring is not craft-able at all.
    They didn't add any recipes to make Electrum Ingots into the Ring, so you're stuck with the old nugget recipes, and you can no longer make electrum nuggets because that recipe was changed to make electrum ingots.

    I tried 3 gold, 1 silver ores to no success. And sand doesn't exist anymore.
    (0)

  6. #16
    Player
    MANTASTIC's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Mantastic Voyage
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by tymora View Post
    Last I checked, Electrum Ring is not craft-able at all.
    They didn't add any recipes to make Electrum Ingots into the Ring, so you're stuck with the old nugget recipes, and you can no longer make electrum nuggets because that recipe was changed to make electrum ingots.

    I tried 3 gold, 1 silver ores to no success. And sand doesn't exist anymore.
    you're thinking of the wrong thing. he's not talking about jewelry.
    http://lodestone.finalfantasyxiv.com...assId=&rankId=
    (0)

  7. #17
    Player
    Medura's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    826
    Character
    Medura Bloodspiller
    World
    Moogle
    Main Class
    Goldsmith Lv 90
    the recipe levewls was changed, cotton is 10 recipes lower, so is linen. Try wollen and felt instead of those. Btw, 7 levels higher recipes = 500 exp, 3 levels higher recipe = 300 exp, same level = 200 exp.
    (3)

  8. #18
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    132
    Quote Originally Posted by MANTASTIC View Post
    I keep hoping they lower the spiritbind time and also remove the need to be a crafter to attach materia to fix this situation. It sound like a kick in the balls to crafters, but it might be the biggest boon the economy will ever see if they did it. materia everywhere, and DoW/Ms buying all our crap to either attach materia to or turn into more materia. DoW/Ms would also be breaking and buying more gear trying to attach multiple materia, making even more demand for gear. And really, that's whats missing the most in the current upper-tier economy: demand.
    The spiritbind/materia system is definitely going to be the key to solving the upper-tier economy demand issue. Already, I think it's a big improvement over the situation we had before where everyone only had to buy their gear once and thus the market became saturated once that initial demand was met. I have to agree that lowering the spiritbind time will give players more incentive to risk attaching multiple materias to their gears and should be implemented.

    One problem I have with materia is I feel like there is little incentive to use it at the lower levels and so the demand is so small at the lower tiers relative to the supply that they're all practically worthless. Why would I convert a tabard that I can maybe sell for 15-20k in the wards when the tier I materia that I get from it will only be worth 3k or less? You get the same problem where finished products are being reintroduced into the wards instead of being filtered out through materia conversion.

    Maybe one solution could be to change the Materia system from instead of being a simple one materia to one slot system have materia applied to an item fill up a gauge. The size of the gauge could depend on the level/rarity of the item. So if I have a gauge that allows me to fill a maximum of +20 str, I could do this through a combination of lower or higher tier materia. Trying to apply materia to surpass this gauge would come with the risk of destroying the item.
    (1)

  9. #19
    Player
    Aleczan's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    535
    Character
    Aleczan Knighthill
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    A funny (it's only funny to me because I wasn't the one who got this problem LOL) thing that happened with my LS friend last night was that he came back after a long break and he still had old Weaver LQ and Alchemist LQ. When he tried to finish the LQ, the existing LQ material allowed him to make only 5 Cotton Yarns from 5 attempts, resulting in the total success of 5/36 items from requirement. Same thing happened with something he made for ALC LQ. LOL.
    (1)

  10. #20
    Player
    Sephrick's Avatar
    Join Date
    Mar 2011
    Posts
    1,900
    Character
    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    The biggest problem with the materia system right now aside from bond rate is item prices. Crafters want big profits from single sales, so no one is willing to risk losing their stuff when it costs 300-500k per slot to gear yourself before you ever meld a single materia.

    As to the original point, I think leveling crafts will be much more tolerable if SE follows through on the concept of an instant option for crafting that just makes the item with no chance of HQ. To me, the biggest pain is the time one synth takes when little to know player skill is involved.

    Instant synths for leveling, minigame for HQing is the way to go on SE's part.
    (3)

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