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  1. #41
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    Sorel's Avatar
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    Quote Originally Posted by Peregrine View Post
    Crafters are simply overprivileged and spoiled in this game. They don't deserve it.
    I hope you understand that you are not coming across as objective. Your passion on this subject does you credit, but it won't be enough to persuade anyone who is looking at the issue dispassionately.

    However the case, there is merit in what you say. You may still have a way to go to demonstrate that merit clearly, though.
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  2. #42
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    Physic's Avatar
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    Quote Originally Posted by Sorel View Post
    I hope you understand that you are not coming across as objective. Your passion on this subject does you credit, but it won't be enough to persuade anyone who is looking at the issue dispassionately.

    However the case, there is merit in what you say. You may still have a way to go to demonstrate that merit clearly, though.
    im looking at it dispassionately, the only real advantage i see to crafters double inlaying, is something new for them to do, but it doesnt outweigh the inherent advantages of controlling the final product. Before when they said the items would be rare ex it wasnt so bad, but now that it wont be, crafters will not be happy not taking a big peice of a rare item even when they contibute minimally.

    There is no logical reason why there shouldnt be an npc option. Why do you or anyone else think there should not be one?
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  3. #43
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    Quote Originally Posted by Physic View Post
    There is no logical reason why there shouldnt be an npc option. Why do you or anyone else think there should not be one?
    I'm actually OK with an NPC option ... as long as it has the same risk of item loss, and costs a significant amount of gil.
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  4. #44
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    Quote Originally Posted by Sorel View Post
    I'm actually OK with an NPC option ... as long as it has the same risk of item loss, and costs a significant amount of gil.
    whats your op of a signifigant amount of gil? my guess is it should probably scale with level. how mnuch it should cost should probably relate to how much of your item/items are lost on failure. if you can lose everything it probably shouldnt cost an insane amount, even high level.
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  5. #45
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    Quote Originally Posted by Physic View Post
    whats your op of a signifigant amount of gil? my guess is it should probably scale with level. how mnuch it should cost should probably relate to how much of your item/items are lost on failure. if you can lose everything it probably shouldnt cost an insane amount, even high level.
    If we are talking about double inlaying, it should cost 10 times the amount of single inlay. But single inlay (if available) should only cost NPC retail price of the item.

    A shield costs 400K gil retail.
    Single materia inlay for it should cost 400K gil.
    Double materia inlay should cost 4M gil.
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  6. #46
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    Quote Originally Posted by Sorel View Post
    If we are talking about double inlaying, it should cost 10 times the amount of single inlay. But single inlay (if available) should only cost NPC retail price of the item.

    A shield costs 400K gil retail.
    Single materia inlay for it should cost 400K gil.
    Double materia inlay should cost 4M gil.
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
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  7. #47
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    Quote Originally Posted by Physic View Post
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
    the cost of a single inlay, too cheap
    the cost of a double, depending on how difficult it is for crafters to do, may be just right

    thats the main issue here, people are going to speculate on what will happen, but act remains, IF it is very hard for a crafter to do, the price SHOULD be really high, period

    some people just dont wanna pay for something regardless of value, and thats the main issue with the OP here

    hes also totaly anti crafter to begin with, which in itself kills all its merit

  8. #48
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    Quote Originally Posted by Sorel View Post
    I hope you understand that you are not coming across as objective. Your passion on this subject does you credit, but it won't be enough to persuade anyone who is looking at the issue dispassionately.

    However the case, there is merit in what you say. You may still have a way to go to demonstrate that merit clearly, though.
    I already stated the objectively obvious.
    The only thing left is to backhand crafters who saw doladolladolla in their future.
    Stop thinking like that and advocate for a balanced freaking game. Some people don't learn. For that, there's subjective discussion about the kind of players they choose to be in the first place.

    It's a sad admission that the game has to control for how poorly some people choose to act.

    And it just so happens that certain kinds of players choose crafting to take advantage of just this kind of occasion.

    Let em know you see them coming a mile away and don't like what they do to the game by blocking their attempts.

    So what if that's insulting to some crafters out there. I know exactly the kind of game they play day in and day out. They have this dream of being the number one famous on the server. Big man on campus. That mentality is dead in a MMO. Get your fame and fortune elsewhere.

    The objective reason why double inlaying can't be a crafter action has already been laid out. I'm not going to repeat myself to the deaf, because I know the deaf object to the balance, because they don't want balance. They want control.

    No. Yoshida was right the first time. Materia gear=EXCLUSIVE>
    If they have to make it sellable, they need to take the moneymaking step and give everyone equal access to it or entire disciplines will be milked by other disciplines.

    These hustlers know damn well what they'll do with this system if double inlaying is a crafter's right.
    (0)
    Last edited by Peregrine; 06-10-2011 at 06:44 AM.

  9. #49
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    Quote Originally Posted by Physic View Post
    I think thats wayyy to steep, as compared with guaranteed success, keep in mind you have to make the materia and obtain a catylyst before you can even see the dude, then you have to obtain the item. Your talking about tripling the cost of an item just for what will probably be like attack+4 or so (unless you get an HQ materia) and that doesnt include the time of making the materia or getting the cataylst.

    Only advantage i see to the pricing system you suggest is sucking out money by the millions. keep in mind, if the inlay cost is 4mil, and the item cost 3 mil, and the materia to get it came from an item thats 1mil and, thats a 2+3+4 mil item, base cost not inculding catalyst cost, now if it has a 25% fail rate, that multiplies its base worth by 4, people are going to want to double their risk at least for such an item, so you going to 40 mil if it takes you 4 tries, and you looking at 80 mil on the market. and thats probably not even with good materia.

    I think you are def increasing the base cost too much
    I don't believe so.

    The item retails for 400K.
    The Double Inlay cost is 4M (10x400K).
    The materia came from in item another item that retails for 400K. Since you need 2 for a Double Inlay, that's 800K.

    Not including catalyst costs that's 5.2M gil. The real gil sink is the forbidden Double Materia Inlay, not the items or materia themselves.
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  10. #50
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    This isn't intended to be a gil sink. This is intended to be a market circulator.
    You just sound like "if I can't get the profit from double inlaying, no one can."

    That's selfish. Rather, just let every discipline involved in materia (all disciplines) profit equally from the obvious profitable step.

    Any other opinion is one hiding their own personal gain. This is truly the only balanced, fair decision.

    As you can see, I have an endgame battler, crafter, and gatherer.
    Crafters, you're not fooling ANYONE here. You want all the power and control of the system. Any argument that you won't be able to control the system as a collective discipline is spin if not straight lying through your teeth.

    If I get double inlays, I know I basically own gatherers and battlers. If you won't say it because SHUT UP SHUT UP WE PROFIT BIGTIME...I will say it because it's not about the money.

    it's about what's fair.

    No.
    (0)
    Last edited by Peregrine; 06-10-2011 at 06:48 AM.

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