if you think it worked that way you either didn't play much, didn't pay much attention, or you're just talking shit. craftable BoE blues and purples have always sold really well, especially anything coming from a BoP/BoE recipe. hell, even greens sold quickly- either because they were cheap and useful or they were great disenchanting fodder. there was always great interplay between gathering and crafting professions, and considering how many thousands of people on each server were farming and gathering- there's no way the system works unless there are also mechanics in place to take the products of those farming/gathering/crafting efforts out of the economy.I assume that body is panda land... so... I guess? From when I played, in general everyone had every craft leveled, anything worth crafting was never sold on the AH, you just made it and used it. There was no crafting economy, there was a material economy that was only there because people needed multiple characters.
So I guess from this new update... like very update they do, a few new 1-2 items/craft becomes useful while the other 1000 items/craft remains worthless, thats not an economy. Panda Land may work differently... I really do not want to hear more about any game involving pandas though so... you can be right, idc.
i guess there's also an outside chance you played on some backwater nearly dead RP server where nobody raided, as raiding was one of the primary sources of economic stimulus on every server... but it sounds more like you're just another talking head who won't allow themselves to see the forest for the trees by simple byproduct of three little letters either being referenced by others or imagined all on your own.
I agree as well. Its a total waste if we can't do SOMETHING with out old gear.
you can npc it or convert to materia. so yes, you can do something with it.
that said- desynthesis would still bring welcome depth to the system, since then players would be able to choose something other than materia. choosing to desynth rather than to make materia out of it could get you back one or two of the materials you used in the synth, and they could even introduce HQ desynth tiers so give you a chance for extra materials or higher quality materials from the desynth.
converting soulbound gear to materia is one good way to help remove excess materials from the economy, but desynth would be a fair option in addition.
Last edited by fusional; 02-09-2013 at 06:51 PM.
I'm ok with this.
Not liking the idea of binding regular crafted gear at all.
I want to sell my double melded piece of armor for what ever it's worth, or be able to pass it along to a friend when I've just spent millions buying new pieces of armor and materia on creating a better triple melded piece of armor.
The idea of the market being over saturated with old gear is void for the simple reason I've mentioned above plus more I'm sure. People will be buying newly crafted armor to blow up, while trying to upgrade there older armor. As well as buying newly crafted gear for the soul purpose making new materia to sell or blow up. IMO armor with good materia upgrades can be better then some dungeon armor.
You could argue that yeah, there would be tones of low level gear floating around. But people don't normally stay low level very long. Plus all the low level DoH will be able to make there own gear, making low level armor pretty much worthless to begin with. In my experience that armor just got sold to npc's or I just would drop it to get more inventory space.
Long story short IMO the way the system worked at the end of 1.0 was just fine. Most times when you try to fix some thing that already works, it ends up breaking.
Westette, looking good in those earrings ^-
Last edited by Westers; 02-09-2013 at 08:13 PM.
Glad I leveled Culinarian![]()
Player
Hehe, this feature makes other crafting classes like Culinarian class. For food is consumed so you can't use it then sell it. With character binding, gear is now consumed when you use it.
In RL cloths break down over time when they are used, however in a game they don't. Could you imagine RL economy if cloths last forever? An alternative to gear binding is to have gear break down over time then it gone after a certain amount of use and you can only repair it a certain amount of times. I actually think this would be a worse system because your super expensive or hard to obtain item is lost eventually.
Other alternative been tried at the start of FFXIV 1.0 is reducing items from going into the economy. This was done by making crafting of an item super complicated where you would need a ton of items and several of those are crafted items that contain crafted items. This made crafting frustrating because you could be spending hours to craft a single piece of gear. Yoshi changed this and reduced the materials required to craft a piece of gear.
Materia system was an okay alternative. However it really only removes the cheapest gear and gear worth melding.
Gear binding is an acceptable alternative to me. I currently can't think of a better alternative right now.
Last edited by Pseudopsia; 02-09-2013 at 10:45 PM.
I agree with you. It's like SE is copying WoW with this soulbinding gear idea. No imagination to come up with a new system that removes gear. It's not very attractive when a game copy another game because there was not a lot of effort to think.I didn't see much crying. I saw some people who don't like this system and some who like it. But what i don't understand is that some people say about others that they don't like it just because they are FFXi fanboys or hate WoW haters. That's not an arguement.
My problem with this system is that it restricts players. And that is what i don't understand. SE could implent many other mechanics for ALL players, Crafters and Fighters to remove items from the game. But people players should be able to decide if they want to sell an item they used, give it to some friend or remove it from the game completly some other way.
Ways we have to remove items at the moment:
-turn into Materia
-sell to NPC
-blow up while trying multiple melds
-Great company suplies
options they could make to remove gear:
-more Great Company supplies
-(Repeatable) Quest where you have to turn in gear
-DoH Guilds where you can turn in gear for special points or other items
Im sure SE has smart people who could come up with more and better ideas.
I don't understand why people shouldn't be allowed to discuss about this subject or even be worried. I like reading arguments from both sides as I haven't taken any yet.
This is a big change for players who are used to not having to make permanent purchases: in 1.0 you could just buy something for a spesific level range or just to see how STR melded hands would affect your damage, for example. If you didn't need the stuff you had bought, you could just sell it forward, not losing a lot of gil. You could also lend your friends gear for spesific fights and give your old low level stuff to newbies. Not being able to do any of this will change the way we handle gear and how we make purchases. I guess I personally wouldn't be buying as much gear as I used to buy, especially for lower levels, as I couldn't resell them when I'm done with them and turning low level gear into materia wasn't worth it in 1.0 at least.
This change may be good for crafters, yes. But only if that makes people buy more stuff, right? And would it, really? I think all bards had their own pair of felt bracers and all black mages had their of INT hats (random examples, having some trouble remembering the gear pieces) anyway, the new system wouldn't change that. To me it seems like this new system would mostly affect lower level gear. Of course people might want to sell something quite valuable when they get something even better (possibly R/E dungeon gear) at max level, but with the new system it might just be they wouldn't purchase the less good piece because they don't want to waste money.
It's clear crafters need to be able to make some money from crafting and selling gear, and there has to be a constant demand for new gear pieces. But I was under the impression this is what the materia system is for: when you try to meld something, you will blow up dozens of pieces in the process.
I'm not saying 1.0 had a good economy but I'd hope to understand which parts of it worked and which didn't and how. Maybe someone could explain how this new gear bind system would fix the issues in 1.0's economy?
|
![]() |
![]() |
![]() |
|
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.