If they did it just like FF11 did it work out fine instead of trading left over items you would have to make and turn in item the guild was looking for when the guild ask for them. The points you traded for in FF11 are just like guild marks
If they did it just like FF11 did it work out fine instead of trading left over items you would have to make and turn in item the guild was looking for when the guild ask for them. The points you traded for in FF11 are just like guild marks
/thumbsup. I really like this idea.
Yup! I've noticed this also. This is why I voted against required level on gear because the folks I know who were just starting out either couldn't find or couldn't afford level appropriate gear (although there was a bunch of high rank gear they could afford and find). I think that at least two things would help address the lack of gear for certain ranks:
- In the MW allow you to search to purchase gear you don't already have.
- Make synthing lower rank recipes take far less time (make crafter rank vs. recipe rank far more significant than it is today).
If folks could search for what they want then I would know the item is desired.
If lower rank synths took way less time then I would be tempted to pop a few out to sell. I don't think Hasty Hands really counts but maybe I'm unfairly discounting it. I have noticed that I cat fail HH synths that I never fail manually.
Back to the topic of the OP:
What about trading gear in to the existing guilds to get guild marks from them? Did anyone mention that yet? I realize that over time you well exceed the required marks to obtain all the abilities but this could be another path to obtaining them and bleed items out of circulation.
So more thoughts on uses for "points":
- As mentioned above - guild marks.
- Trade for Anima
- Trade for Guardian's Favor.
- Trade for "vouchers" (Chocobo Ride, Airship Ride, ...).
- Trade for special vanity gear?
- Trade to purchase rare materials.
- Trade for items used in some sort of Magian upgrade quests?
- Trade to Wardens in camps related to companies controlling areas. Maybe if your company controls the Camp it's cheaper to teleport there or something?
Last edited by moatcarp; 03-28-2011 at 12:59 AM.
Have we mentioned desynthing? That ability to break finished or partially finished items down into (some) basic mats would be nice. It would do two things; take finished items out of the world, and provide a means to grind while doing so. As long as the mats you received were less than the mats that went in you have a net a loss, and it should at least help.
Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/
Just voicing my support for this idea. My retainers are currently holding enough leather, cloth, and metal to equip a small army because I only have 20 slots to sell things.
Desynth makes me think of a new DoH class to be added:Have we mentioned desynthing? That ability to break finished or partially finished items down into (some) basic mats would be nice. It would do two things; take finished items out of the world, and provide a means to grind while doing so. As long as the mats you received were less than the mats that went in you have a net a loss, and it should at least help.
Salvager
*Breaks down finished equipment
*Weilds a wrench MH, screwdriver OH
*Ignores class requirement when repairing gear
*Can attempt repairs 5 ranks sooner than other classes
Breaking down equipment would not give shards. If desynthing yielded basic mats that wouldn't help the bigger problem since items are not exiting the market. Only thing I can suggest would be that desynthing gives a new material called Salvage. There could be various types and rarities depending on the optimal rank and base components of the item being broken down. Just have to find a use for Salvage then (besides being a universal repair material).
Reminds me of Cid from FFIV ^^
Show your support - "Leve grinding without the run" http://forum.square-enix.com/ffxiv/threads/29139
As long as the items being broken down netted LESS materials than what was initially put in, it would help (though certainly no return of mats would help more). The problem that I see with making it a class specific thing is that there might not be as much of an impact as it could have have if anyone could desynth. That said, I REALLY like the idea of a salvager as a class, especially if they had repair abilities like you mentioned. The question is what ELSE could they do that is worth while? Aside form being able to repair stuff, what do they actually craft? I'm not sure I can think of anything, to be honest, especially since items don't actually break in this game (Which is good, because OMFG, breaking fishing poles in 11 got expensive!).Desynth makes me think of a new DoH class to be added:
Salvager
*Breaks down finished equipment
*Weilds a wrench MH, screwdriver OH
*Ignores class requirement when repairing gear
*Can attempt repairs 5 ranks sooner than other classes
Breaking down equipment would not give shards. If desynthing yielded basic mats that wouldn't help the bigger problem since items are not exiting the market. Only thing I can suggest would be that desynthing gives a new material called Salvage. There could be various types and rarities depending on the optimal rank and base components of the item being broken down. Just have to find a use for Salvage then (besides being a universal repair material).
Reminds me of Cid from FFIV ^^
Hmmm... If there were more clock-work or tech type stuff in the game, you could call them Tinkerer instead, and have them specialize in stuff like that (though it might infringe on GLD and ALC a little). Perhaps parts like pullies for compound bows. Clocks as furniture for moghouses (once we get them). Bits and bridles for chocobos? Flint lock / matchlock mechanisms for muskets. Locks for gauntlets and swords? Obviously anything for articulated tools; maybe parts for a loom for weaver off-hand alternative, or mill/press for cul. Just a couple things that come to mind.
Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/
Showing support for these ideas. This would be a brilliant addition! Would love to see it. And even if something like this wasn't implemented, there needs to be something that removes equipment from being resold over and over and over.As long as the items being broken down netted LESS materials than what was initially put in, it would help (though certainly no return of mats would help more). The problem that I see with making it a class specific thing is that there might not be as much of an impact as it could have have if anyone could desynth. That said, I REALLY like the idea of a salvager as a class, especially if they had repair abilities like you mentioned. The question is what ELSE could they do that is worth while? Aside form being able to repair stuff, what do they actually craft? I'm not sure I can think of anything, to be honest, especially since items don't actually break in this game (Which is good, because OMFG, breaking fishing poles in 11 got expensive!).
Hmmm... If there were more clock-work or tech type stuff in the game, you could call them Tinkerer instead, and have them specialize in stuff like that (though it might infringe on GLD and ALC a little). Perhaps parts like pullies for compound bows. Clocks as furniture for moghouses (once we get them). Bits and bridles for chocobos? Flint lock / matchlock mechanisms for muskets. Locks for gauntlets and swords? Obviously anything for articulated tools; maybe parts for a loom for weaver off-hand alternative, or mill/press for cul. Just a couple things that come to mind.
Yeah, I kinda ran out of steam after "they break stuff", but I feel this would be enough on its own to merit another class.
I see them as the garbage man. Every week you place your useless things at the curb and the trash man collects. Without that needed service, the streets would be flooded with everyones' junk. Such is the current market in FFXIV. We recycle too much and could use a "Salvager" type to rid the market of excess by desynthing. The universal repair would be motivation for everyone to rank the class up and create a need for items of all optimal ranks to be desynthed for SP. Rewarding base material makes sense, but I didn't want to step on the DoL toes.
But that's just one thought based off another, I'd be satisfied with any system that would help the market shed some unwanted items. Item exchange to companies or NPCs would probably be easier to implement.
I agree, also the repair ideas rock. Would love to run that up and have all my repair needs governed under 1 craft..., anything better than carrying around 15 different repair materials for everything.
Another idea is maybe tied in with companies or gaining levels on our linkshells, let us donate items and gear/weapons for experiance points to get those a higher level which opens up more things to do with them? Much like Runes of Magic..a game that failed on many things but their guild levelling system was pretty neat.
Last edited by Veasna; 03-29-2011 at 10:22 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.