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  1. #31
    Player
    Kyana's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    395
    Character
    Kyana Nekote
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Why not gate shard farming?
    Gatherers can get a new tool and head to increase their stats high enough to farm the new nodes.
    A bot won't be able to do that so easy.
    Why not put rare "shard/crystal boxes" in these nodes which, once you open them, give you a number of random shards or crystals.
    200 water shards and 50 earth crystals for example.

    I think high level gatherers should get a bonus for farming shards and maybe even crystals.
    But giving them a simple bonus would enable bots to use them too.
    (0)

  2. #32
    Player
    Riko_Futatabi's Avatar
    Join Date
    Aug 2013
    Posts
    425
    Character
    Riko Futatabi
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    I think this has been mentioned already, but in FFXI(And maybe XIV 1.0?) you were able to break Clusters down into a random amount of Crystals(No Shards in XI though).

    So for example: I go mine a single Cluster and break it down into 5 Crystals and those 5 Crystals can be broken down into a total of 25 Shards.

    All the above example needs is a little randomization with the amount you would receive per break.

    It's really that simple of a solution to make shard gathering less of a mind-numbing chore. We don't need a new Crafting Class for this or a new crafting recipe or new gathering abilities.

    Keep it simple, as it should be!
    (4)

  3. #33
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    I don't mind shards, I'd rather tjey improve gathering them or make all drews available from sylphs (i am not at lvl4 yet so i don't know if this is already true).
    (0)

  4. #34
    Player
    Myrhn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,010
    Character
    Myrhn Shirayuki
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Riko_Futatabi View Post
    I think this has been mentioned already, but in FFXI(And maybe XIV 1.0?) you were able to break Clusters down into a random amount of Crystals(No Shards in XI though).

    So for example: I go mine a single Cluster and break it down into 5 Crystals and those 5 Crystals can be broken down into a total of 25 Shards.

    All the above example needs is a little randomization with the amount you would receive per break.

    It's really that simple of a solution to make shard gathering less of a mind-numbing chore. We don't need a new Crafting Class for this or a new crafting recipe or new gathering abilities.

    Keep it simple, as it should be!
    In 1.0 Alchemist did that. They break cluster into shards or crystals. Also they break down fish into shards too. The problem was that the Wards were so overflow with shards that they cost nothing even comparing to ARR prices.
    (0)
    I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.


  5. #35
    Player
    Riko_Futatabi's Avatar
    Join Date
    Aug 2013
    Posts
    425
    Character
    Riko Futatabi
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Myrhn View Post
    In 1.0 Alchemist did that. They break cluster into shards or crystals. Also they break down fish into shards too. The problem was that the Wards were so overflow with shards that they cost nothing even comparing to ARR prices.
    I don't see shards costing almost nothing as a problem. If my suggestion of reviving an older way of obtaining shards came to be, I doubt people would even care about shard prices. Most would probably be glad that they could gather their own shards relatively quick compared to the current pace.
    (1)

  6. #36
    Player
    MythToken's Avatar
    Join Date
    Dec 2013
    Posts
    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Its actually very beneficial to the market to have a low and steady (low volatility) price on shards. Since literally every crafting recipe's profit/loss and cost is based around them.
    (1)

  7. #37
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    1 Cluster -> 100 Crystals -> 1 Crystal -> 100 Shards

    1 Cluster = 1000 Shards

    Kills the RMT "bot" advantage in the market.
    (2)

  8. #38
    Player
    seorin's Avatar
    Join Date
    Nov 2013
    Posts
    140
    Character
    Kestrel Fairmeadow
    World
    Faerie
    Main Class
    Alchemist Lv 70
    Another interesting way to "solve" the problem would be to put shards and crystals for sale on vendors to provide a price ceiling. They've done this with a number of previously scarce items when adding beast tribe vendors, like blue landtrap leaves for growth formula gamma. Have the amalj'aa vendor sell fire shards for 40 and fire crystals for 100, water shards and crystals on the sahagin vendor, etc.
    (2)

  9. #39
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by seorin View Post
    Another interesting way to "solve" the problem would be to put shards and crystals for sale on vendors to provide a price ceiling. They've done this with a number of previously scarce items when adding beast tribe vendors, like blue landtrap leaves for growth formula gamma. Have the amalj'aa vendor sell fire shards for 40 and fire crystals for 100, water shards and crystals on the sahagin vendor, etc.
    While I haven't put a lot of thought into whether or not this would be wise, it WOULD mesh neatly with the whole "rebel beastman faction" theme. The "bad" beastmen want to summon Primals and need crystals to do it. The "good" beastmen want to stop it, and so probably spend some of their time taking those crystals away. What to do with those crystals, then? Sell them to adventurers, of course!
    (3)

  10. #40
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Personally, my main issue with shards is the crappy wards skills we have to increase the amount of shards we gather...
    I hate buying things on the market that I can gather myself but then there's no way I'm spending hours of gathering shards at a rate of 1 shard per hit with only x3 boost every 4 minutes on a single node... It's also stupid that the benefit of the ward skill is the same for shards, crystals and clusters since you pretty much gather them at the same rate but you require much more shards for crafts. I'm at a point where I need 1000 of multiple shards to get my master main hand tools and obviously, in the current state, I'd be buying them of the MB for 80K gils per stacks of 1000, directly supporting RMT...
    I think they really need to redesign this skill and the associated traits so that the skill is based on duration (or X number of nodes) and the trait is

    Something like that:
    -(Skill) XXX's Ward: Increases shard yield by two for the next 60s (or whatever the duration, should be enough to last 3-4 nodes).
    -(Trait) Ward of the Twelve I: Extends gathering ward increases to Crystals and add 1 additional yield to shards.
    -(Trait) Ward of the Twelve II: Extends gathering ward increases to Clusters and add 1 additional yield to shards.

    So in the end you'd have a skill that would be active for about 3-4 nodes and would yield:
    - 5 shards per hit effectively giving a boost of 64 shards every 4 minutes (assuming the skill lasts 4 nodes). I'm expecting you'd gather a bit more than 100 shards in 10 min which decent.
    - 3 crystals per hit effectively giving a boost of 32 crystals every 4 minutes (though it'll be less since only 2 nodes per set gives crystals)
    - 3 clusters per hit, will remain as-is since the node is only available at certain time.

    Personally, that would make life much easier and I'd definitely be more willing to gather shards for myself or to sell.
    And since the skill and traits are only available at mid/high level, bots would be less likely to benefit from it.
    (2)

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