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  1. #1
    The Real Cookiemonster
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    Thinking out loud - crafters vs rmt crafters vs levels

    I'm probably putting myself up for major flaming now, but I've been pondering this for some time, and can't see the major flaws in it, so I thought I'd post, and get my ass whooped


    I've been thinking a lot about this crafting problem, with RMTs doing bad things to the players. SE seems to be kinda stuck, it's multifaceted, it's not just solely the RMT; but also all the people who got one craft to 100, then using the income to get their mules to 100 on another craft, meaning that there's a lot of people who for all intents and purposes have multiple 100 crafts available to them.

    "So what?" you might think? it's their money, as long as they're not RMT, who cares?
    Well, you should care. Since this means that there's more supply for things than there is demand. And this is bad for the single crafter.

    Now, you can argue back and forth about the merits of the current solution, but the thing we can all agree on is that atm, it's not working, even SE says so, and for the RMT, it's an easy matter of just getting their crafts back up to 100 on a new character each time they get hit with the stick.

    now onto the controversial, part, a significant part of the problem is the relative simplicity in getting a craft to 100 if you have no economical challenges, all you need is a lvl 1 character placed next to AH buying all the stuff you need and crafting all day.

    What I should be discussed, is the possibility of putting a level cap on crafting. to get above craft lvl 90, you need a job at 75, to get it above 80 you need a job at, say, 70? over 70, say 60, over 60 say 50. just as a concrete example, you can argue back and forth about what levels for what, it's just to have clear cut idea of the core principle. This shouldn't have retroactive effect probably.

    Now, my argument for this is that:
    #1, everyone who has legitimately got a craft to 100 (or is close to it) the first time around, probably has a 75 job, or is easily capable of getting there, already.

    #2, it would put a significant dent in the ease of getting a new char/mule to 100 in a craft merely by pouring money into it. (also making it harder for RMT to replace their banned dudes, since they'd have to level the craft on their toon, as well as XP it, also making it hurt twice as much when it goes *boom*)

    #3, it would lead to significantly fewer suppliers to the market, increasing demands for goods.


    Discuss? (see: flame on)

    *takes cover*

  2. #2
    Sanoske
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Some people hate leveling, but love crafting. Myself being one such person. I knew a Smither who, early on, leveled to about 80 before his highest job was even 40. 2 completely separate aspects of the game should in no way effect each other directly, that's just bad design. It would be like saying you shouldn't be able to claim King Behemoth until you're rank 10.

    (Yea yea level does effect crafting in a way, but not directly. Level effects your ability to farm, which in turn effects the cost of crafting... blah blah)

    Wouldn't help the crafters or the non-crafters either, really. Less crafters = less product = more demand = inflation. And once the item costs go up, farmers start charging more for materials(and the crafter will pay at first since they're making good money), but it will turn into a vicious inflation cycle.

    Plus, this wouldn't really stop RMT.... they play 24 hours a day so they'd just level up the crafting character.

  3. #3
    Ridill
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    What about those of us who have 5+ crafts at 100? Expect us to level 5 toons to 75?

  4. #4
    The Real Cookiemonster
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Quote Originally Posted by aurik
    What about those of us who have 5+ crafts at 100? Expect us to level 5 toons to 75?
    well, that's why I mentioned the no retroactive effect part, this is a major difficulty though, one thing I'd like to hear SEs thoughts on, is precisely people doing multiple 100 crafts, if they intended for this to be a possibility originally. It'd be silly to expect people _not_ to make use of this possibility. On the other hand, having a restriction on amounts of 100 crafts, could potentially be a good thing for the market, reducing the supply and potentially altering the supply/demand balance

  5. #5
    Ridill
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    You mean you want me to level 2-3 more toons to 75 to finish my veteran craft empire? Your idea fails.

  6. #6
    The Real Cookiemonster
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Quote Originally Posted by aurik
    You mean you want me to level 2-3 more toons to 75 to finish my veteran craft empire? Your idea fails.
    You can argue back and forth on that, the question that needs to be asked is wether it's beneficial for the market in general, and for general crafters to have multicraft people, or if it is a disadvantage with regards to supply demand, at least on remora, it's currently buyers market, now is this a good thing for crafters in general?


    So far you haven't really presented any argument but your own wallet (granted, technically neither have I.)

  7. #7
    Ridill
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    You're right, you've suggested a change which won't accomplish anything positive and will accomplish something negative. And it won't stop the RMTs anyway.

    So in summary, your idea sucks, now GTFO.

  8. #8
    New Merits
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Why even bother posting this? It is an idea that will never happen, and for good reason.

  9. #9
    Ridill
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    He probably thinks he's the first to come up with the idea or something.

  10. #10
    The Real Cookiemonster
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Quote Originally Posted by Valacirca
    Why even bother posting this? It is an idea that will never happen, and for good reason.
    Because when dealing with a significant problem, no stone should be left unturned?

    And no Aurik, I have no illusions of my uniqueness, I am probably not the first to consider this possibility, regardless, if I didn't expect it to be futile, I'd point to your remarkable lack of manners, but yes yet,this is the intarnet, I gtfo, noob, etc etc.

    Got anything constructive to add?

  11. #11
    Ridill
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    Re: Thinking out loud - crafters vs rmt crafters vs levels

    Yup, how about a lock.