Oh my GOD.
I can't wait for the game to START so these threads can STOP.
Oh my GOD.
I can't wait for the game to START so these threads can STOP.


That's pretty incorrect. You can craft normal raid level gear for example a blacksmithing body http://www.wowhead.com/spell=126852WoW's only economy is new gems w/e a new patch comes out. Crafting is virtually worthless excluding things like tailoring is a craft cloth users like priest is forced to level to add more gems to gear, blacksmithing for plate and so on. Im not saying gear binding is good or bad, I doubt it will change alot, I believe I dropped/spiritbonded the majority of my leveling gear in 1.0 because it wasnt worth the retainer space to sell, but I do think using WoW's economy as a defence is a bit off.
or a cloth body http://www.wowhead.com/spell=125558
Every patch there is epic gear that can be crafted that is the same level as the current normal raid gear. Every craft in WoW has a use. In addition to making some lesser quality gear thats not quit raid level from cheaper mats.
The crafts in wow are used throughout a whole expansion, every time a new raid tier comes out they can learn new plans for gear.
Enchanting - Lets you Enchant/Disenchant gear
Tairloring - Lets you make cloth gear
Blacksmithing - Lets you make Plate gear and, make belt buckels to add slots to belt
Leatherworking - Lets you make leather and mail gear, and leg enchants
jewelcraft - lets you cut gems
Alchemy - lets you make potions and flasks
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.That's pretty incorrect. You can craft normal raid level gear for example a blacksmithing body http://www.wowhead.com/spell=126852
or a cloth body http://www.wowhead.com/spell=125558
Every patch there is epic gear that can be crafted that is the same level as the current normal raid gear. Every craft in WoW has a use. In addition to making some lesser quality gear thats not quit raid level from cheaper mats.
The crafts in wow are used throughout a whole expansion, every time a new raid tier comes out they can learn new plans for gear.
Enchanting - Lets you Enchant/Disenchant gear
Tairloring - Lets you make cloth gear
Blacksmithing - Lets you make Plate gear and, make belt buckels to add slots to belt
Leatherworking - Lets you make leather and mail gear, and leg enchants
jewelcraft - lets you cut gems
Alchemy - lets you make potions and flasks
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.
- is about what I think of this thread
Last edited by Denmo; 02-09-2013 at 05:55 PM.
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 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 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.




Another thing I don't like about this system is how much it looks like it will get in the way of my ability to multi meld gear for LS mates that previously used said gear until they could afford the next materia to add to it.
Has anything been officially stated about the plan for 2.0's melding request function expanding beyond single melds?
As it was in 1.xx, if you wanted a second+ meld, you had to trade the gear, materia and catalyst to the crafter to meld in their own inventory, then trade again to get the multi melded item back. As an LS crafter, I often spent a few hours in Uldah repairing items and then getting these trades of used gear+materia+catalyst from friends and LS mates. If SE doesn't expand their meld request system beyond single melds, that will no longer be possible with used gear.
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