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  1. #15
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    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).
    (0)
    Last edited by tymora; 08-25-2011 at 04:58 AM.