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  1. #22
    Player
    Hamada's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    793
    Character
    Aya Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 74
    Quote Originally Posted by Nezerius View Post
    The rate at which GP regenerates is also used by SE to limit the amount of unspoiled nodes players can obtain.
    If that is the real reason, it fails at doing that. Something needs to be reworked when it comes to gathering then. Also I am concerned they are depending on these nodes too much to try to control a failing economy. The reason people rarely make stuff to begin with is because there is not a lot of demand for it. (If people rarely make something, materials are rarely used, so no matter how much you limit a material, it will flood if much more is being gathered then used)

    Most people take the free hand me gear route making demand for crafted made battle gear really low. It is only demanded by world firsts when it is new. That is the only time the artificial supply limit does anything. After a week or so bots flood it too much and ends up not mattering anymore. I can gather cycle nodes all day 24/7 every min, flying node to node, and something I used to do esp when I needed scripts because how convent the time spacing is. I do not do this anymore because the price of the gathering items is so low, when I feel like crafting something I just buy them. The only thing I bother to gather and watch time to time anymore is Volcanic Rock Salt because of the high yield per swing you get, making it more valuable then any other node currently.

    So even with the supply limit, these rare nodes become unproductive to gather from unless you play literally 24/7 and have nothing to do as you wait for stuff to sell, assuming you have 8 retainers on 8 chrs filled. (Then x that by 2 for people that do that on 2 accounts, and yes that is a thing) The reason is opportunity cost, how long does it take me to gather node to node (the gp potions is a very tiny factor in this since they are cheap as dirt to make) going from node to node does take time and it does add up and should be a factor if something is productive to do and compare the total sales to do something else? I rather make 60k+ just taking 30 sec to do something over going node to node gathering from these folklore nodes and so on, that takes minutes + time and get 1/4 the gil I get off 30 seconds. Again the reason this happens is because as a big picture, FFXIV's economy is bad. This is not me saying you can't make money, oh you can make TONS of money if you wanted, more then you know what to do with, if you put the effort into it, that is why it fails, people sitting on too much gil with nothing to do with it, so the motivation of making gil is limited to those that want something mindless/ and or bots. I doono what SE was thinking with the rare nodes to begin with and hope what they achieve, but they do not sell much more then common node items like Mythrite Sand. One can even argue miniing Mythrite Sand all day will net you more gil then the rare nodes since you can gather so much with little loss to traveling. I have not exactly mathed that out but ya.... that will only show how worthless of an effort it was making the rare nodes and folklore nodes for the long term effect (I conceded the idea that they effect short term, about 1 week of release, after that the time node concept pretty much has no impact on the economy and a large part of that is lack of need of buying crafted gear.)

    How many times do I need repeat myself? I do not think adamantite node have aoe, it is not an issue there, I said it is an issue at the Lumythrite Ore node and Old-growth Camphorwood Log node.

    I might hit no HQs once in a while but I rather have an average of 3+ It is generally a useless ability for people that gear gathering well. At 25 it is useless outside leves, is SE even aware of how little used these 2 abilities are ? It is like they rarely focus on crafting and gathering issues and balance issues.

    I guess I should been more clear where I wanted go with this thread. Basically I am asking why is the system like this? It does not work for whatever goal they have. Why, no matter how much you gear, max meld do you have a 60-80% hit rate on gathering materials while leveling? Are they simply trying to artificially slow down the rate someone levels? (missing is no items but no exp, do the overall goal is nulled) Why not cut down the exp per hit and remove the rng aspect (max melds/hq gear =100% hit rate) Why do they try so hard to limit HQ materials? It does not do much in the wide aspect of things, same with the GP system in general. Why have an an ability cost more then your default GP and cost more then your starting point? It is basically a system to annoy people (cheated out of rng, 0 gp on BS death, etc) with little to no reason other then an idea that it effects how much items come in the system. They do no control on how meany items LEAVE the system, so no matter what limits they try set, it does not work because SE does no encouragement to have players craft with so much hand me stuff.

    Why is it a 15 yield per 30 mins per character =400 gil each? (and even has an opportunity cost with red scripts/foils and the market is still overflooded) Because no one uses them enough so people and bots flood the market.
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    Last edited by Hamada; 05-28-2017 at 01:01 PM.