Exactly, that was my main point back on page 2. Spend gil on gear that you use for Raids or anything, it becomes Soulbound. Eventually you get better gear (thats what everyone is striving for anyways) you now have gear that you must either turn into materia or NPC. People don't realize this now because it's "all speculation" but once we're in game and people see how it works there will be an outcry. Even if they add a NPC to remove the Soulbound for a fee, that's just a gilsink for something that wasn't broken. The materia system itself was the problem, not the ability to resell or recoup loses through RNG explosions.
If anything this hurts new players and returning players. People can't pass on gear to the new players whether free or for gil, whether that's a trade or them buying the gear off the AH/Wards. They're forced to buy base gear and materia to make their own, which is totally fine and helps the economy, but some people feel more comfortable buying melded gear than attempting to make similar melds and sometimes blowing more gil that way.
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
THis method will make everything pre level cap more or less worthless everything at level cap crazy expensive.
That is all this method will do. No longer will a crafter or anyone be able to sell anything substantial before endgame levels because no one will be willing to drop a large amount of Gil on a piece of gear is great for levels say 25-44 on say drg only that will be 100% worthless at say level 45.
And XI's economy was way better then WoW's ever was. It was one of the few economys in the mmo world where crafting stayed worthwhile for the majority of the games life. We should do everything possible to not copy WoW's economic model in XIV. XIV's economy was 100% garbage in 1.0 that I agree. But SE should not be copying main stream. When their own system worked better in a game they still have running.
Materia motivates gil buying and takes player effort away from story line.
Yoshi: Make item stats > melded stats
Dev: They'll just quad meld to adapt
Yoshi: Make melded items have no market value once used
Dev: That's why you're the boss
I lol'd
To some who are I believe confusing effects in game I want to seperate them
The reason items below cap take a nose dive is because WoW introduces better items at the same level as that below cap item that are 1000000% easier to get. Because almost every quest they have gives you equipment pieces whenever they boost the cap you can just get a bunch easy ass armor thats better then whatever was difficult 1 level ago.
So have to be careful mixing effects here.
People wanting to buy and use and then sell back their item for a profit :/ - its not the best for the economy compared to making new ones, the changes to the materia system may change the drive and gil return on soul binded items and I'm glad you cant climb the ladder of gil in this system as easy (at least thats what I think will change- need to see materia lol).
pay 5,000
Use
Sell 5,000
vs
Pay 5,000
5,000 taken out of the market
(Although here you may see materia make a come back, perhaps you sell the materia for 4000 - personally hoping for a sort of enchanting system that gives you an ROI but not 100% of the item)
Gil Sinks are good, though I cant say without knowing the materia system if this will be a gil sink for sure.
The outcry will only come from people here, anyone who played WoW dealt with it. In my 4 years of binding gear games (not that much) I never heard anyone bitch about binding gear. So outcry.. only from you guys :P
Last edited by Shougun; 02-10-2013 at 02:26 AM.
i'm completely against it for 3 major reasons.
1. how many times have you had your group going to do a primal or a dungeon and you need someone to play a class and them say "i can't play x class because i don't have the main weapon". normally that's simple because you can just check among yourselves and see who has one and repair it and let them use it for the party. i know i've had to do that a ton of times. now this will not be possible.
2. i know how i do materia gear myself and i know many others that do the same thing i do. we go out and get a nice set of decent double melded gear for the class and then use that gear while working on getting a triple/quad meld on another piece. once we get the upgraded gear we then turn around and sell the decent double meld off in the wards. it allows us to recoup some of the gil we spend going for the upgrade as well as give someone else a starter piece for the class they are gearing up. now the double meld we've been using while trying to upgrade is worthless as you can't sell it off or even donate it to another ls member that needs a starter set.
3. i remember starting the game and the hard time getting enough gil to upgrade my armor. i'd save until i got enough gil and then go buy the new gear. it would take almost all of my gil each time i upgraded gear on my first class. the only thing that i could look forward to was recovering some of my gil by selling off my lower level gear. now they are saying that new players are going to have to just throw away their low level gear and just eat the loss when they don't have the gil to afford losing. this is going to actually make things harder on the low level players. we're thinking of it as it not really hurting us as we all have millions, but what about these new players starting with nothing?
to me this is a retarded idea, but somehow it's not a surprise.
Last edited by darkstarpoet1; 02-10-2013 at 02:43 AM.
http://crystalknights.guildwork.com/
Everything decreases in value over time. The Scorpion Harness is 10 years old. Here's a simple example, if you bought a brand new 30" TV 10 years ago it would have cost you say $2000. Now you might get say $50 for it if you try to sell it. Because now you can get a brand new 50" TV for $1000. Everything loses value over time. This is how the real world works. IMO your point is invalid.http://www.ffxiah.com/item/12579/scorpion-harness
Here's an example Scropion Harness use to sell for about 20m, then 10m, 5m, 1m, 500k 100k, now its at 50k. Still a lot of people buy a scrop harness but since you can resell stuff it just loses its value over time.
Again I do not support this change and can not see any reasoning behind it based on the comments I've read in both threads regarding this matter.
Hmm, I like the 1.0 player driven economy.
Not many recent Mmos can equal it, infact there are so many new mmos are the economies are just meh.
This is gonna hurt the consumers, the ones that didn't craft previously.
Another change now to re-ignite, or roll-over the previous economy build.
This with the redenomination, some people loved using that word.
I think purchasing power just took a hit.
Look at the alpha quest video 5. You get gear for doing quest chaining. Much like WoW or any mordern mmo you get gear, exp, gil for doing quests. No need to buy lvling gear from the ah unless you only do grind parties but those are suppose to be slower. Crafting will be more focused on endgame.THis method will make everything pre level cap more or less worthless everything at level cap crazy expensive.
That is all this method will do. No longer will a crafter or anyone be able to sell anything substantial before endgame levels because no one will be willing to drop a large amount of Gil on a piece of gear is great for levels say 25-44 on say drg only that will be 100% worthless at say level 45.
And XI's economy was way better then WoW's ever was. It was one of the few economys in the mmo world where crafting stayed worthwhile for the majority of the games life. We should do everything possible to not copy WoW's economic model in XIV. XIV's economy was 100% garbage in 1.0 that I agree. But SE should not be copying main stream. When their own system worked better in a game they still have running.
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