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  1. #1
    Player
    Perrin_Aybarra's Avatar
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    May 2011
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    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Okiura View Post
    the price of gear atm is crazy i can't agreee with you more there, but i think the reason for this soley rest on the current situation with the market wards, if i make a item and in my mind is worth 5k (mats + a little somting for me) i will sell it for 5k and it normally sells pretty quick, sadly most people will never see that i sold that item for 5k and will reluctently pay the 20k or more other ppl are charging. this could be due to no fault of thier own who's to say what i item is really worth. the lack of any kind of price history is by far the biggest issue with the economy atm prices will never drop if the adverage joe is lead to beleive that the high prices are the norm and noone ever sells the same item for a lower price.
    Yeah, unfortunately that is another matter entirely however it does impact directly on the crafting system. I have no idea what was the concept behind a MW, I hate when they try to hard to make something different. Auction houses have been around in online game for like ever... why? cause it works.

    But the price history is not really necessary. Look at a game like WoW, there is no price history and the AH works very good. I liked the history of prices in FFXI though.
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  2. #2
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    Quote Originally Posted by Perrin_Aybarra View Post
    But the price history is not really necessary. Look at a game like WoW, there is no price history and the AH works very good. I liked the history of prices in FFXI though.
    WoW works cos it's a AH system lol. i have no idea what SE was smoking when they invented market wards. i remember the 1st time i logged in to XIV went in the the wards and went "Wow a dedicaited place for player to bazzar, no more loitering in upper jeuno/rollanberry fields. what a good idea bravo SE" then i went looking for a AH, i was a little shocked when i found out the the MW was the AH lol.
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  3. #3
    Player
    Perrin_Aybarra's Avatar
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    May 2011
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    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Okiura View Post
    WoW works cos it's a AH system lol. i have no idea what SE was smoking when they invented market wards. i remember the 1st time i logged in to XIV went in the the wards and went "Wow a dedicaited place for player to bazzar, no more loitering in upper jeuno/rollanberry fields. what a good idea bravo SE" then i went looking for a AH, i was a little shocked when i found out the the MW was the AH lol.
    That is what I thought it was too, a place to put up bazaars. I know the MW is not like an AH but you can still search an item and see the going price for it so it's almost like an AH, just less convienient since you got to move from place to place to buy your thing and then go back to the item search.

    It's not THAT bad really now that I think about it lol... the function is the same as an AH, you just have to run from retainer to retainer to buy your item. no? The inconvenience is when you want to put things up to sell, you can't search from your retainer and have to go back and forth.

    An option when you click on the item while in the bazaar function of the retainer to "search similar item" would solve that I think.
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  4. #4
    Player
    tymora's Avatar
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    Mar 2011
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    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    What about repairing vintage gear that doesn't come in HQ variants?
    Hope they address this.

    [Benefits I see]
    1) This will solve the NQ equipment flooding problem.
    2) Profits from HQ will be spread evenly (hopefully) among all class types, and not focused on crafters, because HQ is now highly dependent on farmed materials.

    [Problems I see]
    1) NQ materials will take the place of "worthless" immediately. On the bright side however, they can be used to cheaply rank up even if the end product is not worth anything.
    2) Crafters don't make any money from crafting because the money now goes to purchasing HQ materials from others.
    3) NQ material flooding, in place of NQ equipment flooding.

    This is incorrect. It was not AS profitable as crafting an HQ item, but it was still profitable.
    Depends on item. Most equipment are actually slightly in the red.

    In FFXI there was always a chance of synthesis failure. Ask anyone who had their Hakutaku Eye Cluster synthesis fail.
    I think they didn't mention anything about removing failure.

    I really dislike the variable SP per synthesis.
    Average SP gained is pretty constant at 1/2 of base EXP. (i.e. 250 for recipe of same rank).
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    Last edited by tymora; 08-25-2011 at 04:58 AM.

  5. #5
    Player
    Perrin_Aybarra's Avatar
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    May 2011
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    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by tymora View Post
    I think they didn't mention anything about removing failure.
    They haven't. You can still fail your recipe. 100% HQ if you do succeed, but you can still fail.
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  6. #6
    Player
    Zoltan's Avatar
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    Mar 2011
    Location
    Sparta
    Posts
    273
    Character
    Zoltan Zornfaust
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by tymora View Post
    Average SP gained is pretty constant at 1/2 of base EXP. (i.e. 250 for recipe of same rank).
    I do not believe that you are correct in your claim. I really do not pay attention to XP per synthesis, but I can tell you that SP per synthesis varies widely and without any reason other than some RNG calculation. If it was linked to the Durability or Quality, then it would make sense. Without that it is really pointless and aggravating. Why it is a random number cannot be justified? It is simply not constant.

    I spent hours grinding one recipe last night and the SP fluctuated between ~210 and 424 on the same recipe within the same level.
    (0)
    Last edited by Zoltan; 08-25-2011 at 05:49 AM. Reason: der spelling

  7. #7
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    Mar 2011
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    Gridania
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    Quote Originally Posted by tymora View Post
    [Problems I see]
    1) NQ materials will take the place of "worthless" immediately. On the bright side however, they can be used to cheaply rank up even if the end product is not worth anything.
    Sorry, Tymora, I don't mean to pick at you specifically, but I've seen this brought up several time, that the NQ items would be worthless, whereas HQ items would be worthwhile. Under the current system this is true, however, you are neglecting a brand new factor being introduced : MATERIA!!

    NQ mats won't be worthless, since they are used to make NQ gear, which is turned in Materia by performing activities with it. Materia is the final step in making an HQ item top-tier.

    Let me contrast
    Current system, from best to worst:
    1) Item +3
    2) Item +2
    3) Item +1
    4) Item NQ

    Proposed system, from best to worst:
    1)Item HQ with two materia
    2)Item HQ with one materia
    3)Item NQ with two materia
    4)Item NQ with one materia
    5)item HQ
    6)item NQ

    Above may vary based on relative strengths of HQ of item vs. strength of materia. Regardless, there WILL be uses for NQ finished items, and hence uses for NQ materials. How much? That remains to be seen.
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  8. #8
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    Quote Originally Posted by Amineri View Post
    Sorry, Tymora, I don't mean to pick at you specifically, but I've seen this brought up several time, that the NQ items would be worthless, whereas HQ items would be worthwhile. Under the current system this is true, however, you are neglecting a brand new factor being introduced : MATERIA!!
    from Yoshi-p's post;

    "but considering consumption of gear due to the implementation of materia and trial and error of materia gear"

    so correct me if a wrong but this reads Materia can not be removed from gear.

    so i see this going 2 ways, 1st people will not waste Materia on NQ gear the'll save it for HQ gear as it can not be removed, or they will take the risk and just add it to HQ gear. 2nd it can be removed, then it doesn't really matter people may or may not do what Yoshi hopes to accomplish. however this thread is about the Changes to the HQ system not Materia.
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    Last edited by Okiura; 08-25-2011 at 06:45 AM.

  9. #9
    Player
    Ferth's Avatar
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    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    I just wanted to take a moment to point out the gross exaggeration in frein's example of needing to be 20 ranks higher than a synth to hq.

    A skilled crafter can synth things above or on par with their current rank and still have a chance to HQ. The likely hood of the higher tiers of HQ are slimmer because they require such a higher level of quality. As it is if a crafter wants to make a high tier hq meaning a 2 or a 3 they can either be significantly higher than the level required to synth and they can crank out the quality because their actions are very likely to be successful, OR they can weigh the odds in their favor by starting with higher quality materials.

    Skilled crafters can HQ regardless of their starting mats, but the starting mats increase the odds in their favor. I personally see nothing wrong with this.

    My issue with these changes are very much the same issues I had with the first announced change of doing away with refined parts.

    They don't fix the inherent issues in the system. They aren't fixing broken aspects to make crafting better, they are changing things just to change things. And this is what has me so confused about people who see the planned changes and cry Manna from Heaven! because these changes don't address the real problems with crafting... they are just arbitrary changes that in all likelihood will cause more problems than they solve.

    The high level crafters who aim to crit for profit are still going to do it. They will still be able to charge exorbitant rates for their high level HQ synths. This change won't suddenly mean HQ items are within the reach of everyone, because the people who aren't willing to grind through the ranks of crafting will still largely be unwilling to do it.

    Like Sorel, I am largely on the fence about these changes. But the main issue that keeps jumping out at me is most of these fixes are intended to fix things only obliquely related to them. Namely, the economy in general, and the market wards.

    I think they are changing too much at once and not necessarily in the right places. And I can understand the standpoint that it's more cost effective to implement alot of changes at once rather than a few over time. But Materia is going to impact the economy in a huge way, as will all these planned crafting changes. Implementing them both at the same time is going to cause a huge mess of data that they aren't going to fully understand. I'd much rather see them introduce materia first and see how it effects the current economy and then plan out how they will change crafting based on the new standard materia creates.

    Right now they are working with alot of conjecture, and frankly... I think most of the conjecture is flawed.
    (1)

  10. #10
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    updated info from Yoshi-P check it out!

    http://forum.square-enix.com/ffxiv/t...l=1#post308948
    (0)

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