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  1. #1
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    Quote Originally Posted by LateReg View Post
    EDIT: in response to Peregrine's post on 120k finished product, with 12k start up cost...

    That's just not true. If the mats to make the end product cost 1/10th of the final value, best believe in no time at all, a bunch of other crafters will jump on it and the end product will be worth nearly the same as the materials, effectively losing crafters money, or at best - breaking dead even.

    This was how it worked in XI for a very long time (I can't comment on the past few years, since I haven't played). There were exceptions like elemental beads, of course, because there might only be 1~3 people on any given server who even had GSM 100.

    A great example was something like Scorpion Harness and Scorpion Claw. You'd probably lose 50k~100k as a Bonecrafter if you NQ'd a Harness after buying the Claw, but that was balanced out by the chance to HQ. This game is slowly morphing into that right now. Months and months ago, I could make Banneret lances at 800~900% profit with just NQs, because I was one of 2 Goldsmiths high enough to do the synth. Now, I lose money if I NQ, but make a decent chunk of change if I HQ. It feels pretty balanced to me, right now.

    There are also niche markets for gear that's not often crafted anymore, and potential to profit off of it. I recently dropped about 500k on a set of rank 20 crafting gear to finish up my last craft, when months ago it would've cost 50k for the set. I think it was cool to see that the only ones I was looking for available in wards were being sold by someone who realized that trend and capitalized on it, even though I was clearly getting ripped off in contrast to the cost of materials to make the gear I bought.

    The market, on Selbina at least, is not broken right now by any means.
    That happened to scorpion harness much later in the game, it was a 6mil item for a long time, wasnt till they had better, more easily attained gear that it dropped.

    Here is the thing, there is no chance of failure on the first binding. So why should it cost more than repairs, which have a chance of failure? Only because of marketing.
    Peregrines point, is that crafters wont want to work by commission, when they can make money. There are a lot of crafters who wont craft if you bring them the items, why? because if everyone gathers items themselves, the crafters as a whole wont make money. They may do it for their shell mates, but not for the average joe. Heck i remember early on in this game, when someone joined a crafting LS and they said their ls had said they can make item for people anymore, just wait till they make it themselves.

    Its not in the best interest of a corporation of crafters to offer socketing services, when they can make more money off selling socketed items. And it would be logical to do this, if SE makes the system this way.

    heres the key, crafters will pass any costs of materia back to the people they buy it from, and a cost for them doing the work, will it be a reasonable cost? probably not for some time.
    Compound that to the fact, the crafter has the least invested in these ventures. Adventurer buys gear, wears it does whatever to get attached, gatherer farms up catalysts. The only thing the crafter does for this system is a guaranteed synth, why are they the ones that control the final product? The one who puts in the most work is the materia creator, unless the catalysts are super rare/in insane places to get to.

    Maybe they should make a socketing npc and just leave the crafters out, or make it simply an option. Crafters will be making way more items, and thus already getting something out of the system.
    We dont need to add an extra middleman cost to the prices, and basically ensure that it will be more profitable for crafters not to socket things for people with the required items.
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    Quote Originally Posted by Physic View Post
    Maybe they should make a socketing npc and just leave the crafters out, or make it simply an option. Crafters will be making way more items, and thus already getting something out of the system..
    DING DING DING DING!
    This is the correct answer. Anyone who has a gear, a catalyst, and a materia goes to NPC, and the NPC either guarantees them a result, or a low chance at doubling materia on it. Then anyone can sell their result, regardless of what discipline they are.

    Everyone wins once. Crafters sell their **** gear. Gatherers sell their catalyst. Battlers get their gear and sell their materia.
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    Quote Originally Posted by Physic View Post
    That happened to scorpion harness much later in the game, it was a 6mil item for a long time, wasnt till they had better, more easily attained gear that it dropped.

    Here is the thing, there is no chance of failure on the first binding. So why should it cost more than repairs, which have a chance of failure? Only because of marketing.
    Peregrines point, is that crafters wont want to work by commission, when they can make money. There are a lot of crafters who wont craft if you bring them the items, why? because if everyone gathers items themselves, the crafters as a whole wont make money. They may do it for their shell mates, but not for the average joe. Heck i remember early on in this game, when someone joined a crafting LS and they said their ls had said they can make item for people anymore, just wait till they make it themselves.

    Its not in the best interest of a corporation of crafters to offer socketing services, when they can make more money off selling socketed items. And it would be logical to do this, if SE makes the system this way.

    heres the key, crafters will pass any costs of materia back to the people they buy it from, and a cost for them doing the work, will it be a reasonable cost? probably not for some time.
    Compound that to the fact, the crafter has the least invested in these ventures. Adventurer buys gear, wears it does whatever to get attached, gatherer farms up catalysts. The only thing the crafter does for this system is a guaranteed synth, why are they the ones that control the final product? The one who puts in the most work is the materia creator, unless the catalysts are super rare/in insane places to get to.

    Maybe they should make a socketing npc and just leave the crafters out, or make it simply an option. Crafters will be making way more items, and thus already getting something out of the system.
    We dont need to add an extra middleman cost to the prices, and basically ensure that it will be more profitable for crafters not to socket things for people with the required items.
    Huh? It doesn't matter if the Harness was 2mil or 20mil NQ, you missed the point entirely. I know how much it was, I played since Japanese PS2 Beta...

    I was saying that if you, as a bonecrafter, bought a Claw (which was always the same price as NQ harness, if not more), you would always lose money if you didn't HQ, and this game is matching that right about now, at least on my server. I listed some exceptions in my post.
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  4. #4
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    Quote Originally Posted by LateReg View Post
    Huh? It doesn't matter if the Harness was 2mil or 20mil NQ, you missed the point entirely. I know how much it was, I played since Japanese PS2 Beta...

    I was saying that if you, as a bonecrafter, bought a Claw (which was always the same price as NQ harness, if not more), you would always lose money if you didn't HQ, and this game is matching that right about now, at least on my server. I listed some exceptions in my post.
    in my server the claw went for about 3 mil when the nq harnes was 6 mil. the hq was super retarded cost at that time.
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    Quote Originally Posted by Physic View Post
    in my server the claw went for about 3 mil when the nq harnes was 6 mil. the hq was super retarded cost at that time.
    That simply did not happen. I'm sorry. (unless you played on a server with 1 active Bonecrafter, which you didn't because it was pretty easy/affordable to get 100 on).
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  6. #6
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    Quote Originally Posted by LateReg View Post
    That simply did not happen. I'm sorry. (unless you played on a server with 1 active Bonecrafter, which you didn't because it was pretty easy/affordable to get 100 on).
    uhhh, your wrong, i dont know what the science is, but it was more than the claw, and there wasnt even many +1s on the AH for many moons. I remember people used to farm it to get it made. Your server reality is not everyone elses. I remember playing the game when jp had to zerg rush KB with multiple LS. pretty sure the crafting cap wasnt even 100 at Na release btw
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    Quote Originally Posted by Physic View Post
    uhhh, your wrong, i dont know what the science is, but it was more than the claw, and there wasnt even many +1s on the AH for many moons. I remember people used to farm it to get it made. Your server reality is not everyone elses. I remember playing the game when jp had to zerg rush KB with multiple LS. pretty sure the crafting cap wasnt even 100 at Na release btw
    It was 100 by the NA release, and your server was not the single exception to the disparity between <rare material> → NQ <rare material synth>, so either you're just remembering it wrong, or you're lying to save face. Sorry I have to come off like a dbag and say it like that, but it is what it is.
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  8. #8
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    Quote Originally Posted by LateReg View Post
    It was 100 by the NA release, and your server was not the single exception to the disparity between <rare material> → NQ <rare material synth>, so either you're just remembering it wrong, or you're lying to save face. Sorry I have to come off like a dbag and say it like that, but it is what it is.
    i find it hard to believe it was 100 by NA release when the level cap wasnt even 75, and looks like all the formulas for veteran are level 71+ gears. but even if it was for some reason, realize that many people wouldnt even have gotten that high. Also realize that some servers came out months after the initial release. realize that economies on different servers were totally different for good reason. And yes the high end crafters on my server were bastards/geniuses who made sure they made profit for a long time.


    and research proves me right:

    im going to come off like a douchebag here, and im not that upset about it but

    http://www.zam.com/wiki/December_16%...tes_%28FFXI%29

    "Item Updates

    The skill cap for synthesis skills has been raised to 100 (Veteran).

    New synthesis recipes have been added for each type of skill."

    you are wrong

    the game came out in october, the cap was raise in december patch along with the level cap increase to 75. gooday sir I SAID GOODAY
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