It doesn't have much to do with fun as it does with making a working economy. But like I mentioned prior, there are other ways to limit items coming into the game that doesn't take specializing.

It doesn't have much to do with fun as it does with making a working economy. But like I mentioned prior, there are other ways to limit items coming into the game that doesn't take specializing.
I kinda agree with Gath for once... I agree that not being able to have every craft at max would kinda suck but having everyone with every craft at max sucks more. Perhaps we can get the best of both worlds. Lets take a lesson from how they're doing jobs. Perhaps the "master job" would allow us to make weapons and armor but if we didn't have it we couldn't. We could still level it to max but it would be harder to do and not as rewarding. We could even have it so we can do a quest to change our "master craft". The quest could even be a nice gil sink for SE. This also would allow us to repair and meld items that are above 50 with our "sub crafts"




if you want to go towards a working economy instead of what we have now the first thing that needs to happen is not having every new piece of gear and every viable weapon in the game(minus mages) coming as drops. you want an economy to come back in a top heavy game then you need to bring out more crafted items that are used for situational gear. the problem is only a very small amount of gear is even worth making because of how top heavy the servers are with all classes capped.
you introduce more nm's like we had with the buffalo and dodore that drops materials for good gear to be made out of it and more different types of items that are used in situational fights then you revive the economy. the reason the economy is dead is not because of too many crafters at capped. the problem is most people are already capped on the classes they want to be and have the gear they want for it.
you could also add mobs that drop a piece of rare materials that you can take and upgrade a piece of unique gear to a nicer piece of unique gear. say that old piece of gear that is now worthless upgrades to another body piece if you add a piece from a new nm that is put in place and the new one is an upgrade for body that is good for a situational fight. it makes multiple pieces of content that was worthless viable again and puts new items into the wards that are sought after.
why is selling low level weapons dead?
people go from 1-30 in a very short time so they have no need to upgrade their gear. there is also such a low amount of people coming into the game that there is no demand for that gear.
why is selling mid level weapons dead?
the best weapons for mid levels are premade drops off the mini nm's so why would anyone pay even 10k for a weapon that is lower quality than one they can get for free from a mob. those weapons cannot attach materia because they are u/u so once someone gets 1 there is no chance to blow it up and need another.
why is selling high level weapons dead?
between the weapons that are dropped from ifrit, moogle, and coffers there is only a very small percentage of crafted gear that even has a need to be made. outside of the wand of tides and the lightning brand there is no other weapon that is even comparable to the ifrti weapons.
why is selling low level gear dead?
once again the speed of leveling people are past these before they are even ready to upgrade.
why is selling mid level gear dead?
once again it goes to people can get better gear from drops off the mini nm's than they can crafted gear. if someone can get something for free why would they buy anything?
why is selling high level gear dead?
this is the only thing that people are able to make and sell. the problem is the prices for the materials add up to a point where you are lucky to break even selling the gear much less make a profit at all.
no matter if they limit crafters from going beyond 50 or not the economy is still stuck at that point because of the same reasons. no matter if there's 50 crafters that can make an item or 5000 it doesn't matter. if the items don't sell then the situation doesn't change.
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