

No one forced you to farm in XI tho to make money nor craft it was all up to you the playerThey learned the fact that those who found farming boring and could not sit around for hours for NMs to pop were screwed out of a source of income in XI. I like the fact leves serve their purpose in giving me income (granted, every 24 hours would be better than every 36). And for the record, no I'm not swimming in gil.

I think, though, that the point is everyone in XIV can make money in different ways, depending on how they choose to do it. They don't have to just take part in the ridiculous NM farming that existed there in order to actively participate in the buying/selling of the economy.
There should never just be one way to do much of anything in a good MMO, and the fact that crafting, gathering, 'and' combat classes can all perform this aspect in their own different way is a good thing.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste



This.I think, though, that the point is everyone in XIV can make money in different ways, depending on how they choose to do it. They don't have to just take part in the ridiculous NM farming that existed there in order to actively participate in the buying/selling of the economy.
There should never just be one way to do much of anything in a good MMO, and the fact that crafting, gathering, 'and' combat classes can all perform this aspect in their own different way is a good thing.
XI's issue was that outside of farming mobs for hours, crafting for hours to skill up then pray your synth is an HQ, staying around an area waiting for NMs to pop and camping the crafting guild shops to buy out their inventory to resell said inventory in the AH at higher prices, there wasn't much one could do to earn money. The mistake with leves is that they were semi-sold as a focus point of the game, whereas I see it as a tiny part of a much bigger world. Not to mention it is backed up by game lore, for whatever that is worth.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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