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  1. #1
    Player
    Moglin's Avatar
    Join Date
    Jul 2014
    Location
    Ul'Dah
    Posts
    4
    Character
    Moglin Mooglelover
    World
    Ultros
    Main Class
    Thaumaturge Lv 50

    Suggestion - Increase the Quantity of Shards in Higher Level Nodes

    Due to the increased demand for mass crafting thanks to Desynthesis, I think it's about time the Dev Team looks at the amount of Shards a single person can harvest per hour. Crystals are fine where they are, and Clusters are readily available, but Shards... Why can we only harvest 4-15 Shards per node? I can understand low level nodes having that few, but why can I not pull more from a level 50 node? It seems needlessly time consuming, and drums up inadvertent support for the RMT bot farms that mindless toil beneath the hills of... wherever.
    (52)

  2. #2
    Player
    Ardair's Avatar
    Join Date
    Nov 2013
    Posts
    2
    Character
    Ardair Lightseeker
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Agreed. If I didn't have thousands of shards from 1.0, I'd have gone mental by now.

    An easy fix would be to make all nodes give additional shard yield like they do now in certain sets, not just one.
    (4)

  3. #3
    Player
    Ricky's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Back in my day mobs dropped shards.. and a lot of them to boot!!
    (10)

  4. #4
    Player
    ZakGaiGar's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    6
    Character
    Angelo Cross
    World
    Brynhildr
    Main Class
    Gladiator Lv 23
    I'd love for a change like this to be made, would get me back into the crafting game being that shards are the only thing keeping me out of it. I just don't have the gil to spare for the large amounts on the market board, and I don't have the time to gather them for hours and hours. I'm so for this.
    (0)

  5. #5
    Player
    PixelPirate's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    130
    Character
    Hettan Rennik
    World
    Gilgamesh
    Main Class
    Gladiator Lv 1
    I organized a FC event where every member farmed shards for one single hour. Our crafters were supplied with 2-3 thousand of every shard. We did a 2 hour materia farming event that netted 2.5 million gil, we could have bought plenty of shards for our crafters that way. I see no reason to change anything, except to try and urge people in this game to start thinking of ways to work together. You'll find that almost nothing will stand in your way of progress.
    (4)

    P.S. This is not my main...

  6. #6
    Player
    TakKuroda's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    44
    Character
    Tak Kuroda
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Ricky View Post
    Back in my day mobs dropped shards.. and a lot of them to boot!!
    This used to be the main way to farm them. Mining was too iffy. At least you knew what type would drop from mobs.
    (1)

  7. #7
    Player
    Avalon_Albrook's Avatar
    Join Date
    Sep 2013
    Posts
    359
    Character
    Avalon Albrook
    World
    Excalibur
    Main Class
    White Mage Lv 80
    Signing this with so much vigor.
    (0)

  8. #8
    Player
    SlugishGoquickly's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Slugish Goquickly
    World
    Excalibur
    Main Class
    Archer Lv 50
    I concur... Shards are currently the limiting factor for crafting numerous items. If I gather my own materials, I spend more time farming shards than the actual mats. If I buy the materials, the shards are often the most expensive ingredient.

    Since I don't like to complain about anything without providing suggestions, here are a few
    • Increase the number of shards obtained by ventures
    • Shards from treasure maps go to all party members
    • Include the ability to break clusters to crystals to shards as part of alchemy desynthesis
    • Introduce a FC action to reduce shard usage for items above a certain level
    • Dramatically increase shard drop rate from sprites
    • Reduce GP cost of the various gathering "Ward" abilities
    • Add a level 50 passive trait to each craft that occasionally returns shards/crystals/(maybe clusters?) to the crafter's inventory unused after a craft
    • Add shards as a random dungeon loot drop in chests that typically give potions
    (12)
    Last edited by SlugishGoquickly; 07-12-2014 at 03:45 AM. Reason: grammar fail

  9. #9
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by PixelPirate View Post
    I organized a FC event where every member farmed shards for one single hour. Our crafters were supplied with 2-3 thousand of every shard. We did a 2 hour materia farming event that netted 2.5 million gil, we could have bought plenty of shards for our crafters that way. I see no reason to change anything, except to try and urge people in this game to start thinking of ways to work together. You'll find that almost nothing will stand in your way of progress.
    2-3 thousand wind shards would last about... 30 minutes. its 100 per jewelry set.
    (5)

  10. #10
    Player
    Yoruichi4478's Avatar
    Join Date
    Aug 2011
    Location
    Uldah
    Posts
    385
    Character
    Kya Purrcy
    World
    Hyperion
    Main Class
    Bard Lv 80
    Quote Originally Posted by Ricky View Post
    Back in my day mobs dropped shards.. and a lot of them to boot!!
    I remember those days and miss the mobs dropping shards. I wish they'd bring that part of 1.0 back. It's such a pita to farm them yourself one or 4 at a time depending on the node u hit and your retainer can only farm what? 30 at a time?
    (1)

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