Quote Originally Posted by Tazo View Post
It's funny how people use the whole excuse of the 'it goes against the armory system' when it benefits them. When it comes to coil/ct people are quick to point out the contrary.
I know, right? It's almost like different people have different opinions about things and not everyone is part of a hivemind!

Quote Originally Posted by Autumnfire View Post
While I do agree that you level crafting classes RIDICULOUSLY fast in this game, you have to be careful because if people find that grinding on items is going to be better than doing the leves, its going to end up flooding the market with things people are leveling on.
That's a fair point. I don't see how specialization will prevent flooding either though, but it would definitely be to a lesser degree.

Quote Originally Posted by Nadrojj View Post
As long as the entire player base has the ability to craft every single thing in the game on one character the markets will continue to be saturated. Crafting is insanely easy and quick, this is true, but if they slowed down leveling (which they will never do in a game that they try to appeal to casuals) you can still grind away and hit 50 every class and have the same result we have now. The markets are terrible on Balmung, with a no blind bid auction house people can undercut you by one gil as soon as you list something. HQ's being listed for less than nq's no one in their right mind will buy a more expensive nq item if they can get an hq item for cheap. The omg I need to make money NOW mentality of most people leads to them selling items for as cheap as possible so they can get their gil as quick as possible. It's a terrible system and it's only going to get worse if they don't do something about it soon.
All they have to do is use the same logic they used with housing. They expected people to be able to afford houses by 3 months and set the starting price and depreciation rate to fit those expectations. Obviously didn't work with housing because of poor expectations but similar concept. Estimate how much grinding people will do and set the exp requirements so that one craft can be maxed in 3~6 months. This way, you have a soft barrier preventing people from maxing more than 2 or 3 crafts before the next expansion comes out. The downside to this is that no one may reach the top tier crafting recipes for a while but it makes achieving those crafts that much more rewarding.