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  1. #51
    Player
    Kimikryo's Avatar
    Join Date
    Oct 2013
    Posts
    512
    Character
    Kimikryo Torahige
    World
    Balmung
    Main Class
    Samurai Lv 74
    lower the price of food stuff? hey for those not understanding it. NOT SE is making the prices. If you are dumb enough to pay ridicolous amount of gil for food, the market will transform in this way. Its like in reality, something that sells really well, rarely gets cheaper, but it will stay at a high price, those not able to afford it whining about it are ignored by those making the prices ... why? because they want to earn money.
    (0)

  2. #52
    Player
    Iecerint's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    129
    Character
    Iec Erynt
    World
    Gilgamesh
    Main Class
    Arcanist Lv 57
    I think the status quo is creating a culture of not using food, so this kind of change might actually help culinarians (by increasing demand more than supply is limited).
    (0)

  3. #53
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Food effects should disappear when you die just as they do now. Got a problem with that? Stop dying.
    (1)

  4. #54
    Player
    Ariyn's Avatar
    Join Date
    Aug 2013
    Posts
    305
    Character
    Enitzu Zen'yr
    World
    Goblin
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Bearssi View Post
    Simple solution, lower the price of making foodstuff.
    "Eorzean archive researchers have discovered that the Allagan empire could make abundance of food from single crystal. This lead to famine being extinct in the world."
    This is not a simple solution. Cost isn't the only reason for this. The amount of time to make food is pretty long. In order to craft up even 100 food for a FC in a week takes hours of work by 1 person. Yes we could easily tell people to pay someone else to craft it but we shouldn't have to.
    (0)

  5. #55
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    I don't get this fixation on "if you don't want to loose it don't die or don't eat it." If i'm not eating it, i'm not buying more of it, so... yeah. That doesn't really solve anything.

    Lets look at progression consumption.

    Doing Turn 4 porgression, striving for that first win, One of the nights, we did a 3 hour block and I used up 16 of my food. So about 5 and hour, or 2.5 per half hour. I would have bought half as many personally, but I'm 1.0 rich. I have gil to burn so idgaf.

    Non legacy players in my group? They could maybe afford 1 or 2 nice pieces and mostly used trash or none. If, hoever, I told them "we are going to raid for 3 hours, so you need 6." That's a nice, fixed amount they can sell a potash and know they are raid ready. If just one of them does it, you've made up for my lost buisness. Accross my fc, very few peopel are eating on every boss pull, we really aren't contirubiting to the market, precicely because it feels like wasted gil.

    If you knew you bought x time with your purchase, you'd buy more of it as an average player. Its not about what the hardcore players do, they/we are always gonna do that. The market, however, is going to largely dependo n decisions of more casual / less xcore players. Knowing you can expect teh buff of food for a fixed time -- just as you do now on crafting and gathering--encourages more players to use it, resulting in more buys, resulitng in more vibrant economy.

    As others have pointed out, if you know you aren't oging to die, there is no point in eating the food to start with so that just kills the point of cul being in the game (other than repairing my pumpkin head I guess <.<)
    (0)

  6. #56
    Player
    Bearssi's Avatar
    Join Date
    Sep 2013
    Posts
    47
    Character
    Sann Heights
    World
    Moogle
    Main Class
    Pugilist Lv 84
    Quote Originally Posted by Ariyn View Post
    This is not a simple solution. Cost isn't the only reason for this. The amount of time to make food is pretty long. In order to craft up even 100 food for a FC in a week takes hours of work by 1 person. Yes we could easily tell people to pay someone else to craft it but we shouldn't have to.
    My solution was inside the quotation marks.
    (0)

  7. #57
    Player
    Fire-Dragon-DoL's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Quarion Silverfrond
    World
    Shiva
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by PandaPause View Post
    QQ much?

    Wouldn't the price increase w/ duration as well? If you sold it for the same price as 30 min duration you only have yourself to blame. That's just bad business.
    QQ? I have money to spare because after raising my CUL I discovered is not a good source of money, leveled up another crafting class and I make money with the other.
    Fishing and Culinarian are now there, waiting for a somewhat useful buff to make them actually useful and money-productive.

    Quote Originally Posted by Kimikryo View Post
    lower the price of food stuff? hey for those not understanding it. NOT SE is making the prices. If you are dumb enough to pay ridicolous amount of gil for food, the market will transform in this way. Its like in reality, something that sells really well, rarely gets cheaper, but it will stay at a high price, those not able to afford it whining about it are ignored by those making the prices ... why? because they want to earn money.
    You know how money works? If making something requires a lot of time and "a lot of studies", it costs more. High level food (hq) requires CUL 50, some subclasses, max gear and at least 1 between botainst and mining.
    Weaver can craft a 500K + item, ok they won't sell it often so I don't expect me to have a similar item, but still (and I have a lot of subclasses) crafting a single starred food requires around 35 steps unless you get an excellent or ALL HQ materials (which are costly, and if you want farm those you need usually fishing + botanist/mining).
    So, to make a good food you need good farming (level up), you need fishing (and some fishes can be taken only at fixed times, like clusters) and you have to stay there and create food.
    Believe me, it will take A LOT.

    This is why food is not supposed to be economic, lowering the price will destroy even more the class itself, because you don't want to do 300 gil / 1:30 hours believe me.

    Quote Originally Posted by Iecerint View Post
    I think the status quo is creating a culture of not using food, so this kind of change might actually help culinarians (by increasing demand more than supply is limited).
    You know, the culture is already DO NOT BUY HIGH LEVEL FOOD. It's too costly.

    Quote Originally Posted by Tiggy View Post
    Food effects should disappear when you die just as they do now. Got a problem with that? Stop dying.
    They told me you play a lot of end-game content.
    They told me you explained really well you point of view.

    Please, actively partecipate to thread or just do not post at all.
    We are discussing here.

    Quote Originally Posted by PiedPiper View Post
    I don't get this fixation on "if you don't want to loose it don't die or don't eat it." If i'm not eating it, i'm not buying more of it, so... yeah. That doesn't really solve anything.

    Lets look at progression consumption.

    Doing Turn 4 porgression, striving for that first win, One of the nights, we did a 3 hour block and I used up 16 of my food. So about 5 and hour, or 2.5 per half hour. I would have bought half as many personally, but I'm 1.0 rich. I have gil to burn so idgaf.

    Non legacy players in my group? They could maybe afford 1 or 2 nice pieces and mostly used trash or none. If, hoever, I told them "we are going to raid for 3 hours, so you need 6." That's a nice, fixed amount they can sell a potash and know they are raid ready. If just one of them does it, you've made up for my lost buisness. Accross my fc, very few peopel are eating on every boss pull, we really aren't contirubiting to the market, precicely because it feels like wasted gil.

    If you knew you bought x time with your purchase, you'd buy more of it as an average player. Its not about what the hardcore players do, they/we are always gonna do that. The market, however, is going to largely dependo n decisions of more casual / less xcore players. Knowing you can expect teh buff of food for a fixed time -- just as you do now on crafting and gathering--encourages more players to use it, resulting in more buys, resulitng in more vibrant economy.

    As others have pointed out, if you know you aren't oging to die, there is no point in eating the food to start with so that just kills the point of cul being in the game (other than repairing my pumpkin head I guess <.<)
    There are people that don't know how to use logic, so they can't even think about these issues.

    Anyway, your explaination is the perfect one, clearly shows what the issue and how to fix it.
    (0)

  8. #58
    Player
    Sapphires's Avatar
    Join Date
    Aug 2013
    Posts
    60
    Character
    Ruby Lux
    World
    Excalibur
    Main Class
    Botanist Lv 90
    Just made food last an hour instead of 30 minutes but leave in the death penalty, that way people that arent bad (dont die) feel like they get their moneys worth if they try to squeeze in multiple dungeon runs on 1 meal.

    They wont ever make food last through death because of speed/death sac pull strategies.
    If you died, you're bad or need to learn fight mechanics better and you should be punished for it (lose food buff).

    Its sad how many 2star melded/relic/+1 people think they are good but wont spend even 500g-1k on a piece of midrange food.
    Take some pride in your damn job and eat some food.
    (0)

  9. #59
    Player
    Sigred's Avatar
    Join Date
    Aug 2013
    Posts
    60
    Character
    Sigred Caewyn
    World
    Goblin
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Hachiko View Post
    The food buffs are already so small as to be nearly insignificant. The only real difference is the extra vit provided, and that's really only important for the tanks.
    And people wonder why they can't clear the "hard" content in this game. *rolls eyes*

    I do believe HQ food should persist through death, however. To compare to ToR--normal stims lose their effect after death, but the higher quality (within a specific tier) stims persist through death for their full duration. It not only promotes the usage of stims(food), but also adds value to a higher quality item over its lower quality counterpart. If HQ persists through death, that will add incentive for culinarians to actually sit and craft the HQ rather than quick-synthing for bulk.
    (0)

  10. #60
    Player
    Valarice's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    39
    Character
    Valarice Starlight
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I know WoW is a dirty term here but I think what Blizzard did with alchemy and flasks could be adapted well to culinarian food buffs pretty well. Have a high level food buff that lasts 1 hour, persists through death and gives decent buffs but costs a decent amount in mats. I get that flasks in WoW was an alchemy thing (was an herb/alc) but I think that'd be fair enough if it required a decent amount of mats and provided a good buff.
    (0)



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