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  1. #1961
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    I hope they delay the game until this Far Eastern problem is fixed.

  2. #1962
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    Quote Originally Posted by Lucavi View Post
    Yes, Japan is the Far East.
    Not in Japan.

  3. #1963
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    Quote Originally Posted by roippi View Post
    I hope they delay the game until this Far Eastern problem is fixed.
    I hope they delay the game until I can roll Evil Empire as a 4th nation.

  4. #1964
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    as long as both versions come out at the same time is ok

  5. #1965
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    Quote Originally Posted by Destinye View Post
    Would you have gripes if it was "Far West" in the lore instead? Eastern Empires are always seen as most powerful because in reality the Eastern world was pretty damn powerful without the use of guns and nukes, which is why it's a good staple for something that's powerful in a fantasy. (Keyword)

    The main reason we didn't see the Far East in FFXI is because the game's population dropped which means it wouldn't have been worthwhile to expand the game any further, since XIV is new it's likely we will probably visit whatever SE has planned for the world.
    Lets hope we do. This is a chance to show off the far east. The zones are always some of the most beautiful when games decide to do eastern expansions. With SE being a Japanese company, and having a tremendous amount of capital to work with, it stands to reason that their version of the far east could be one of the best-looking yet, if they'd only get around to actually showing the far east instead of constantly and cryptically alluding to it, while funneling all the best items from there.

  6. #1966
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    Quote Originally Posted by Lucavi View Post
    Oh yeah: this can't be answered, but it needs to be asked.

    Can we PLEASE get away from this "mysterious Far East" crap in this re-imagination of FFXI? All we knew about the Far East in FFXI is that everyone there is apparently faster, stronger, better at crafting and superior in every way imaginable to everyone else in the world. Lets also not forget how "exotic" they are.

    Yes, Japan is the Far East. I know, but seriously, does the strongest shit in the game always have to be smuggled from the superior Far East? Why haven't SE just MADE a Far Eastern expansion, so the devs can design NPC towns with houses straight from their neighborhoods?

    Will we finally get to see this mysterious and all-powerful Far East this time? Or will it once again just be an easy way to make the super-powered gear come in ways that cannot be crafted by, let alone comprehended by us mere mortals.
    That's like asking if Modern Warfare 2 could have you playing the Russians and have them portrayed as the good guys or any other group for that matter. The game is from Japan I don't think they'll make the Far West all the things that the Far East is now. Passive or aggressive nationalism is in everything, so i guess the answer to your question is no.

  7. #1967
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    Quote Originally Posted by Meko View Post
    They should just add an AH in the cities and be done with it. Personally, I like a central place to do all shopping etc. It simplifies things. No need to go way off the radar.

    Also, in regards to classes "starting out slow", I feel like this is very old and dated. To be able to start a class and to have a couple of options for abilities/spells early on is what makes a class enticing to play from the start. The idea of waiting until level 40 to get something is not cool imo.
    When i say "starting slow" im just saying you dont have as many abilities or sub abilities, conjuere starts out, at level 1or 2 with tranquility fire earth water wind lightning and ice, and they get least 1 new skill every 2 levels.

    I dont think any game is going to start you out with every skill you will get in the game, its boring. getting at least 1 skill every two levels, and being able to sub 90% of abilities from other classes means you actually get a lot of skills fast, but at some points and some levels some job is probably going to just have got a cool skill, and your job at that level is going to have got an ehhh skill, just the laws of chance.

    With regards to people saying retainers is a money making scheme and thats why there is no AH...... you guys do remember that on AH you could only sell 7 items at once, and that we started out with 30 moghouse storage, and to combat this people made mule chrs? This retainer system offers 1 mule free and is more storage and selling items than AH?

    I mean i see why the system may suck, as is, its definately rough, but i wouldnt put it up as a money making scheme, if anything, as is its actually a really poor money making scheme because it isnt that useful.

    Most of the problems could be solved by making the item transfer and other things faster, and adding some type of search and target/teleport to the person selling/buying what you searched for. But yeah if they keep this system they will probably have to add another system that is easier but maybe more expensive

  8. #1968
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    Quote Originally Posted by omegaB View Post
    When i say "starting slow" im just saying you dont have as many abilities or sub abilities, conjuere starts out, at level 1or 2 with tranquility fire earth water wind lightning and ice, and they get least 1 new skill every 2 levels.

    I dont think any game is going to start you out with every skill you will get in the game, its boring. getting at least 1 skill every two levels, and being able to sub 90% of abilities from other classes means you actually get a lot of skills fast, but at some points and some levels some job is probably going to just have got a cool skill, and your job at that level is going to have got an ehhh skill, just the laws of chance.

    With regards to people saying retainers is a money making scheme and thats why there is no AH...... you guys do remember that on AH you could only sell 7 items at once, and that we started out with 30 moghouse storage, and to combat this people made mule chrs? This retainer system offers 1 mule free and is more storage and selling items than AH?

    I mean i see why the system may suck, as is, its definately rough, but i wouldnt put it up as a money making scheme, if anything, as is its actually a really poor money making scheme because it isnt that useful.

    Most of the problems could be solved by making the item transfer and other things faster, and adding some type of search and target/teleport to the person selling/buying what you searched for. But yeah if they keep this system they will probably have to add another system that is easier but maybe more expensive
    Not really a comparison that we can make right now considering no one knows how much storage you have or if it's artificially limited. If you buy another retainer out of need or want you're pretty much paying top dollar for a new game in the market and beyond if you buy another character.

    Everyone wants to be a Redmage again only limited by your gear and own level of fail.

  9. #1969
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    You get 80 inventory slots and 80 inventory slots on your free retainer. I hit 80/80 items and had to move some over but that was me holding a zillion mining/botany items and craft items and every starter weapon/tool. You get 10 slots in your bazaar and your retainer gets a certain number of slots in their bazaar as well (dunno how many...was so laggy I only threw in like 5.)

    At the start of the game there's no way you can hit 160/160 items unless you're massively hoarding. I would assume that there will be some form of gobbie bags or whatever later in the game to hold different gear sets.

    The need for multiple retainers will mainly only be useful if they leave bazaars as shitty as they are now. They have received no positive feedback on the retainer system they'll likely change it. Since retainers aren't going away completely, I hope they change it to be separated by item type/use as people have suggested.

  10. #1970
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    Quote Originally Posted by Kurokikaze View Post
    lol... anyways...

    Read through the thread and someone mentioned that in the long run the wards are just going to be separated into specific categories by the community itself. It actually would be nice if SE went ahead and did this themselves... Instead of "East Ward" "West Ward" etc. They could call them "Crafting Ward" "Armor Ward" Weapons Ward" just to further encourage this. The community will handle the rest. This coupled with a decent search feature would make the process a much more enjoyable experience if you know where to go for what you want to get.
    When put like this, it does sound a little bit better/organized. Give SE the benefit of the doubt, and also the player base, to set the standard in the game. It will work out. SE wants to try something new. Lets see were it goes.

  11. #1971
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    Does NPC'ing stuff seem like it gives a good chuck of money or does it feel like XI where you may as well just throw stuff away?

  12. #1972
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    Quote Originally Posted by Alderaan View Post
    Does NPC'ing stuff seem like it gives a good chuck of money or does it feel like XI where you may as well just throw stuff away?
    I don't understand people asking this. It's all relative. Even at NA release with JPs getting the jump, NPCing all the random shit you got was a good way to earn a little income for consumables and lower end gear. Once there was enough inflation or you had more lucrative ways of earning income, it was no longer viable.

    Rather, let me ask you this. When you NPC it, do you have more gil than you did before? Yes? K. If you don't need gil, toss the shit. If you'd like some gil, NPC it.

    Edit: i.e. Say the average amount of gil a player has is 100k. An item NPCs for 10k. You think "awesome." Fast forward to when the average player has 1M. Suddenly that 10k doesn't seem so appealing.

  13. #1973
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    Quote Originally Posted by Kurokikaze View Post
    lol... anyways...

    Read through the thread and someone mentioned that in the long run the wards are just going to be separated into specific categories by the community itself. It actually would be nice if SE went ahead and did this themselves... Instead of "East Ward" "West Ward" etc. They could call them "Crafting Ward" "Armor Ward" Weapons Ward" just to further encourage this. The community will handle the rest. This coupled with a decent search feature would make the process a much more enjoyable experience if you know where to go for what you want to get.

    I agree, and this goes along with what I was suggesting, but it doesn't fix the clusterfuck. Even when we get to the point in the community where we organize Weapons, Armor, materials, and event items ourselves, we still have the issue of this not being aesthetically pleasing. The retainer mannequin bull-shit'got'ta'go period.

  14. #1974
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    Quote Originally Posted by Alderaan View Post
    Does NPC'ing stuff seem like it gives a good chuck of money or does it feel like XI where you may as well just throw stuff away?
    In a good balanced system you don't make a ton of money NPCing stuff unless you make your game's currency worthless from the get go.

    You make a little bit of gil but don't expect to get rich heh.

  15. #1975
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    I guess they don't teach economics in school anymore.

  16. #1976
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    Quote Originally Posted by Rustyhagun View Post
    When put like this, it does sound a little bit better/organized. Give SE the benefit of the doubt, and also the player base, to set the standard in the game. It will work out. SE wants to try something new. Lets see were it goes.
    Or let's tell them based on what it is now that it's garbage and needs to go into the trash bin or back to the drawing board. Fans may tolerate broken stuff like this and try to work around it, but there really is absolutely no reason it has to be worked-around by the end-users. That's like going to a restaurant and ordering something then paying for it and they send you to the kitchen to make it.

  17. #1977
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    Quote Originally Posted by Destinye View Post
    In a good balanced system you don't make a ton of money NPCing stuff unless you make your game's currency worthless from the get go.

    You make a little bit of gil but don't expect to get rich heh.
    NPCs give too much and there will be much less p2p trade or things cost a lot more since the opportunity cost of selling to an NPC is so high.

    We also have no idea how selling junk scales at higher levels, humanoid drops or things along those lines.

    From what I've seen random mob drops at 1-15 rank are like 10-50 gil per item. Rank 5 leve gear sells for 200ish depending on slot, rank 15ish gear is like 600-800 depending on slot(from what I've seen).

    Rank 1 leves give like 100-200 gil on completion and Rank 10 can give 1000-2000 on completion with possible significant random gear rewards.

    Farming via grinding doesn't seem to be worthwhile so far and I expect that to give incentive for gathering/crafting.

  18. #1978
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    Lets think about this realistically as well currently they have 8 zones, what happens when the community grows to 500k or 1 million how are they going to accomodate all these retainers and stalls.

    What kind of mess will it be then, how many more zones/instances will they add ?

    It will work out. SE wants to try something new. Lets see were it goes.
    Why do they have to try and bring us something new when the AH in FF11 (for the most part) works fine.

    If it does fail they have basically wasted time in development and in beta testing where those resources could have gone to better use.

  19. #1979
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    Quote Originally Posted by BlackheartX View Post
    Or let's tell them based on what it is now that it's garbage and needs to go into the trash bin or back to the drawing board. Fans may tolerate broken stuff like this and try to work around it, but there really is absolutely no reason it has to be worked-around by the end-users. That's like going to a restaurant and ordering something then paying for it and they send you to the kitchen to make it.
    Absolutely. People on the tester forums are not holding back their disdain for the system and I really hope it makes an impact.

  20. #1980
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    Incoming theorycrafting post:
    I know some people may not like this particular example's economic system (because players, to a certain extent, can manipulate it if enough work together or you are filthy, disgustingly rich), but I really like EVE Online's economy and think it would work well in FFXIV.

    The equivalent in FFXIV would be that you can search any retainer in the same area as you or a few over (say, if you were near Limsa, you could search all of Limsa and the surrounding areas). You could buy anything from any of them, but physically had to go get it. You could also list like 30-40 items at a time (more if you "leveled up" your economy skills), but again had to physically bring them to your retainer to to list them for sale.

    In this way, it was still really convenient for most things as a buyer, and allowed a lot of fun import/export minigames to be played between city-states. There was a central hub (think Jeuno), but there was no equivalent of a mailbox system (well, sort of), in the sense that you had to physically transport all of your items (because its a PVP game and you could kill someone and take whatever they were carrying).

    As such, the local economies (think Sandoria, Bastok, etc) were mostly booming, and while the hub prices were usually better, people paid high prices for the sake of convenience of not having to go to the main hub (you couldn't "teleport" with items).

    It also would allow for some gathering in the actual marketplaces themselves, since you have to go there to list/pick up what you bought (again - you can search/buy from anywhere).

    I wouldn't mind an implementation of this in FFXIV.

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