Results -9 to 0 of 248

Threaded View

  1. #11
    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.