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  1. #171
    Player
    AdorraEloom's Avatar
    Join Date
    Mar 2011
    Posts
    257
    Character
    Adorra Eloom
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Taika View Post
    I still haven't seen anyone explaining what were the issues in 1.0s economy and how this change would fix them.

    People are saying this will be good for crafters, but how, exactly? Will there be more people buying gear than there were in 1.0 (and if, why)?
    I think in ARR a lot of people will be using quested gear, due to the new questing system and rewards via quests, so that will slow down the sales on crafted items, why I think the soulbound system is being implemented here to counter that and keep the economy going. In 1.0 players would buy armor from the wards that a crafter would make, than they would sell it back once they are done with it, what that did was add the items back into the market, so now a crafter would have a harder time selling their product as there was more of that product circling the wards due to people re-selling old items resulting in major undercutting to the point where many items became cheaper to buy than to make killing the crafting community (in the long run)
    (2)

  2. #172
    Player
    NoloeTazier's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    865
    Character
    Noloe Tazier
    World
    Balmung
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by AdorraEloom View Post
    I think in ARR a lot of people will be using quested gear, due to the new questing system and rewards via quests, so that will slow down the sales on crafted items, why I think the soulbound system is being implemented here to counter that and keep the economy going. In 1.0 players would buy armor from the wards that a crafter would make, than they would sell it back once they are done with it, what that did was add the items back into the market, so now a crafter would have a harder time selling their product as there was more of that product circling the wards due to people re-selling old items resulting in major undercutting to the point where many items became cheaper to buy than to make killing the crafting community (in the long run)
    Again like I said in a earlier post. The Gear rewarded in Quests could just be an Alpha/Beta thing because there's no Weaver/Armorer/Blacksmith/etc to make things.
    (0)
    Check out my Lore posts:
    An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn

  3. #173
    Player
    AdorraEloom's Avatar
    Join Date
    Mar 2011
    Posts
    257
    Character
    Adorra Eloom
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    that would be a step in the right direction.

    it just makes me sick to think that while out running crystal towers and say our white mage has to leave we ask someone to jump on white mage to take over for them. if someone didn't have the gear on them i could have just grabbed my wand or gear off my char and repaired it and let them use the gear during the party. i've even let them use my higher end gear so we could parse the results of encounters so they could see ways to upgrade their gear. once the party was over they'd just trade my gear back. over the course of the last 2 years i can't imagine how much of my old gear i gave away or lent out for parties or just for friends to use to compare to the gear they already had. it was a way i could help friends and ls members.

    i just feels like they are making ways in which we will be less likely or not able to assist others in multiple parts. i'm one that took up crafting as a direct way i could be helpful to others because that's the part of a mmo i enjoy most. i enjoy the friends i make and being able to help them. honestly, the game is second to me in most mmo's because the friends i make along the way always come first. i would have left this game long ago if it weren't for the great people i've met along the way on karnak/excalibur.
    I think this is a good valid point, it was nice to be able to trade gear to people to help increase their stats to win some battles.

    But I also think as nice as it was, it was not to good for the over all economy in the long run, LS's have such close communities in ff that eventually everyone shares many items/gear causing a major slow down in the economy, resulting in gil being very hard to make, like in ff11 it was very hard to make gil as everything was re-cycling the markets preventing people from being able to craft/farm stuff to be worth their while.

    I believe this system will benefit everybody, I do agree that people will have to spend more money on their own gear, but at the same time the ability to make decent gill will always be there. I know in ff11 people would horde their gill like it was the last resource on the planet, I know I did. A good economy will make the game more pleasant to play, people will not be afraid to spend gill on stuff as they know that they can go make decent gill after they spend, everyone likes to buy new things and be able to afford it, and not live paycheck to paycheck.

    Could still help your friends with your crafting, you could make them brand new gear, weather they supply the mats and you make it for them saving them gill, or weather you just make it for them with your own mats since your a crafter and most likely have a lot of materials stored away for such times.
    (4)
    Last edited by AdorraEloom; 02-11-2013 at 03:29 AM.

  4. #174
    Player
    AdorraEloom's Avatar
    Join Date
    Mar 2011
    Posts
    257
    Character
    Adorra Eloom
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by NoloeTazier View Post
    Again like I said in a earlier post. The Gear rewarded in Quests could just be an Alpha/Beta thing because there's no Weaver/Armorer/Blacksmith/etc to make things.
    You could be right, but believe it will remain the same, if they removed gear rewards from all those quests than people would just grind and not bother. After all SE is leaning more towards the questing path for level gains.
    (1)

  5. #175
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    Quote Originally Posted by AdorraEloom View Post
    I think in ARR a lot of people will be using quested gear, due to the new questing system and rewards via quests, so that will slow down the sales on crafted items, why I think the soulbound system is being implemented here to counter that and keep the economy going.
    We don't know how the system will work (how much gear we'll get from the low level quests) yet, but even if it would be like that, wouldn't they be just creating new problems (with giving players tons of low level gear for free) instead of fixing the things that were wrong in 1.0?

    In 1.0 players would buy armor from the wards that a crafter would make, than they would sell it back once they are done with it, what that did was add the items back into the market
    I don't know if this is true. I don't think many crafters bothered with making low level gear to sell it - not because the market was overflown but because they had limited bazaar space available and low level gear wasn't as profitable as high level one. Also, I don't think that many players actually bothered to resell their old low level equipment but instead they NPCd it or gave it to some new player (because of the same reason: bazaar space was limited so people would rather sell expensive stuff instead of cheap low level gear). I didn't find this an issue in 1.0, more often there wasn't enough low level gear available and this gear bind system would actually make the situation even worse (assuming the gear won't be just raining into player's arms from the quests in which case the gear bind wouldn't make any difference).

    so now a crafter would have a harder time selling their product as there was more of that product circling the wards due to people re-selling old items resulting in major undercutting to the point where many items became cheaper to buy than to make killing the crafting community (in the long run)
    I understand this is the argument people are making but if there was an overflow of stuff at the wards, I don't think it was as much because of the people reselling their old gear but more because of the crafters who were all selling the same pieces (and players didn't need to buy stuff from the wards). I think it was a problem in the crafting system: there weren't that many profitable high level recipes for each craft (as all players were wearing pretty much identical gear) so all the crafters were making and selling the same things, and because leveling a craft was so easy (and free!) that nearly everyone had a few crafts leveled and they didn't need to buy gear from others but could synth it themselves.

    With the materia system where players keep blowing up stuff while trying to meld it I don't see how there would be too many items available at any time. There is a problem in the melding system though: as you have to have the melding craft at high enough level to try the meld (assuming it's double+), you will also be able to synth the piece by yourself, hence you won't be buying it from the wards. Changing the system so that players without crafting classes would be able to ask for multiple melds (same way they could ask single melds in 1.0) could possible increase the demand for those items.

    For me, it seems the biggest problems in 1.0 (gear)economy were these:

    - because leveling was so fast (too fast), people didn't bother gearing up before max level (they didn't buy low-mid level gear)
    - crafters didn't bother with making low-mid-level gear (there wasn't low-mid level gear available)
    - crafts were way too easy (and even profitable!) to level: everyone and their moogle had at least a few crafts leveled
    - crafts had only a few profitable recipes each, so all crafters were making and selling the same things overflowing the market
    - because everyone had the crafts leveled, players didn't need to buy things from the wards but they could make them by themselves or ask a friend
    - because of the bad search system, it was nearly impossible to sell HQ / melded stuff at the wards

    Why not just fix these issues instead of creating new ones and adding a system that isn't needed and causes extra trouble for players?
    (4)
    Last edited by Taika; 02-11-2013 at 04:37 AM.

  6. #176
    Player
    NoloeTazier's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    865
    Character
    Noloe Tazier
    World
    Balmung
    Main Class
    Gladiator Lv 80
    There's going to be an overflow of whatever is the cheapest and 'best' item to Spiritbond and turn into Materia anyways. That's not gonna change from 1.0. Whatever is the cheapest recipe for the highest level to give a certain Materia is going to be spammed and flooded in the AH/Wards.

    As people spam quests to level up, they're going to run out of quests for their other jobs, atleast on the new player servers. Most people will be using the various sidequests to level Arcanist only.

    I guess if you bring a new friend/returning player into the game, you'll just have to give them gil because they can't use your hand-me-downs. Oh well, we'll discuss this more in the Beta forums.
    (0)
    Check out my Lore posts:
    An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn

  7. #177
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    For ex/rare, rare items (green, light blue, purple) I believe it will be bound to your character. But will this also apply to those items that has multiple materias melded onto them?
    From reinharts thread (see op's link)

    I would guess that it would only apply to things like sentinel gear or militia accessories. greens light blue and purples etc.

    it still kinda sucks though as alot of gear i buy i tend to typically experiment with. in a type of is this pair of pants better than this pair of pants or is this ring better than that ring style scenario. i'd hate to spend loadsa gil on something only to find it is actually inferior to what i had previously.

    if it was limited to green / purple style stuffs then it could ultimately make them inferior to crafted. for example a pair of cobalt gauntlets could end up holding more value than a pair of sentinels even melded options. as you could resell the cobalt when you upgraded to recover some of the upgrade costs but the sentinals would be worthless
    (2)

  8. #178
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Altena View Post
    I think we should fish for a rep response on this one for clarity.. No point donating them to the FC bank if no one can use, and no point of an FC bank if you can't share valuable items.
    You can still put in mats and fresh crafted gear. On our LS forum we have a DoH&DoL order list. If someone need something or have something to give away he can write it in the list. With the FC bank we can then just put the item in the bank.
    (0)

  9. #179
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Why do people keep talking about low level gear? No one sold that stuff in 1.0 and crafter made tons of gil that argument is pointless.
    (1)

  10. #180
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,069
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 100
    If they just expand the Armoire to be able to hold say 10 slots of normal gear, it will serve to reset the spiritbond.

    Honestly .. I think it was Evy that made the point that they could have fixed small issues instead of making a big new problem...
    (3)
    Last edited by Niqote; 02-11-2013 at 09:51 AM.

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