Not what I got.
However, what you suggested about duplicate items turning into certificates sounds much better. ^-^
Last edited by Mychael; 02-24-2012 at 11:05 AM.
Well in the manner Rukkirii mentioned it, to add onto what I said anyways, I'd propose that either the amount of materia gained from open-world NM drops should be based some sort of demand&supply to make it detrimental to continuously trade the same item in to materia and/or since open-world NMs are not remotely instanced or dungeon-locked, ergo they're more easily accessible, then their drops should not qualify for items that can be instantaneously turned into materia.Not what I got.
However, what you suggested about duplicate items turning into certificates sounds like a much better alternative, so long as this doesn't apply to lesser open world NMs. ^^; Rukkirii did say "the Thousand Maws of Toto-Rak, Dzemael Darkhold and NMs," so combined with no quotas, this could turn Queen Bolete into 15 level 50s spamming to claim and the people who want Eternal Shade going home in tears. >.>
Thoughts?
I actually ninja'd out that part of my post so you wouldn't think I was using that to argue with you. Because that could happen with or without the certificates. D=Well in the manner Rukkirii mentioned it, to add onto what I said anyways, I'd propose that the amount of materia gained from open-world NM drops should either be based some sort of demand&supply to make it detrimental to continuously trade the same item in to materia and/or since open-world NMs are not remotely instanced or dungeon-locked, ergo they're more easily accessible, then their drops should not qualify for items that can be instantaneously turned into materia.
Thoughts?
Supply:demand would work, but eventually they'd just be worth (practically) nothing because I'm afraid people would just farm them until their value was at the minimum. If it reset (even just every time the server rests) people would just hold onto their items, spam-trading like the current system. Dungeon drops should have a set reward, since it takes the same amount of effort for each run. It's not really competitive in nature like open world NMs.
The lesser guys' drops are a hard question. It would make sense for them to be worth something, but measures have to be in place to prevent them from being "farmed" (maybe only 1-2 trades for each lesser NM item per character, ever?). Admittedly, they're up most of the time and only a few new players ever kill them, let alone camp them. However, I'm afraid I know too many people who would gladly farm mobs (esp Raptors...) at the expense of newer players.
P.S. Sorry I'm editing my posts so much. v_v
Last edited by Mychael; 02-24-2012 at 11:17 AM.
It's okay. I didn't think of it as such.
No problem.P.S. Sorry I'm editing my posts so much. v_v
Hmm, what about the other part? Keeping open-world NM drops from instantly becoming materia or the sort thereof?Supply:demand would work, but eventually they'd just be worth (practically) nothing because I'm afraid people would just farm them until their value was at the minimum. If it reset (even just every time the server rests) people would just hold onto their items, spam-trading like the current system. Dungeon drops should have a set reward, since it takes the same amount of effort for each run. It's not really competitive in nature like open world NMs.
The lesser guys' drops are a hard question. It would make sense for them to be worth something, but measures have to be in place to prevent them from being "farmed" (maybe only 1-2 trades for each lesser NM item per character, ever?). Admittedly, they're up most of the time and only a few new players ever kill them, let alone camp them. However, I'm afraid I know too many people who would gladly farm mobs (esp Raptors...) at the expense of newer players.
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