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  1. #261
    Sea Torques
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    Quote Originally Posted by BRP
    Will the ABJs fall off of anything in the future besides teh 3 kings.
    This was asked and answered already(at this event). I think you know the answer.
    lemme guess... harsh stares and demonic laughter (ie: a resounding no)

  2. #262
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    Quote Originally Posted by Zigrah
    Quote Originally Posted by BRP
    Will the ABJs fall off of anything in the future besides teh 3 kings.
    This was asked and answered already(at this event). I think you know the answer.
    The question was misunderstood however and needs to be worded in a paragraph type answer basically stating.

    "Of all the newly introduced monsters, barely any of them drop anything considered significant compared to gods and the 3 kings. Not too mention the rate of drops are horrendously slow. As such people are still killing the same monsters they were killing a year ago and notleaving any room for the new people who have gotten there within the past year. Are their any plans to A) Improve the drop rate B) Spread out the desirable items to less desirable monsters C) Introduce such "Unbalanced" but "must have" items into Aht Urghan end game?"

    I use the word unbalanced because their stance today was that increasing the rate of drops to accomodate the massively overcrowded end game scene, would distort the balance of the game... which of all the answers today I find was the biggest cop-out and load of BS I have ever heard.

    Of course nobody will be able to ask the question properly like I wrote it because the quesiton is half a page long. So if anyone gets called on tomorrow mention either that question above or two handed weapons because to me they are the most obvious and important questions that nobody is asking.

    Tomorrow will be interesting when they talk about inflation. I think they should start with a brief lesson in eonomics because most people throw the words economy and inflation around like catch phrases without ever nderstanding the meaning.

    Making most big ticket items sell from vendors would screw the economy and put a cap on prices in a negative way. It's a good money sink but eliminates what makes the economy an economy. Prices set by supply and demand and being somewhat Dynamic.

    IGE doesn't create inflation, if anything they keep it at bay. IGE doesn't just create gil out of nowhere when somebody makes an order. They give someone gil that already existed and had already inflated the market just people "forgot" it was there.

    Inflation is healthy if everything is relative. Who cares if a scorpion harness costs 50 mil if the claw costs 48 mil and sil thread sells for 2 mil a stack. If everything goes up and everything is stable than it is fine. Inflation is normal and not a bad thing. Price gouging and monopolizing is a different story. If someone sells all the SH for 50 mil and everything else sells for 2 mil then blame the seller of the item for gouing, blame the person who bought it for supporting him and start saving your money like everyone else is.

    Big numbers mean nothing, what matters is value and the stingy drop rates on most items while the pops themselves are spread as far out as they are the real problem. If something dropped twice as much people would have less reason to charge more. Removing gil and having the numbers go down fixes nothing.

    end rant / wall of text
    Actually the question to ask would be much more simple.

    "Are you ever going to increase drop rates on 3 king items and introduce new, better items to get people the hell out of king camps and on to something else?"

    If that's a yes, the next question is "When? What are your plans for this?". If the answer is no I'll probably just quit. It doesn't seem like anyone has ever asked this question in a way which would draw a clear answer from these people (or I could be horribly wrong).

  3. #263
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  4. #264
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    .

  5. #265
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    IGE doesn't create inflation, if anything they keep it at bay. IGE doesn't just create gil out of nowhere when somebody makes an order. They give someone gil that already existed and had already inflated the market just people "forgot" it was there.
    Actually, I think this poster explaned it perfectly. I don't remember who, I just thought it was a good argument and saved it.

    From Econ 201 (maybe 202), one of the key causes of inflation is by a concept called the "Velocity of Money." This is the speed with which money is distributed through a system and yes, it is an actual economic term. The faster the velocity of money, the quicker inflation is applied. Being able to buy gil increases the velocity of money.

    For instance, say you make $50,000/year. That covers basic cost of living, a decent house, some minor luxuries, etc. However, say you want a Lamborghini. Barring going into extreme debt (which doesn't affect), you are not able to get the Lamborghini. However, in FFXI, you can just trade in an external commodity (real life $$$) to get the Lamborghini. This is a situation not easily reproducible in real life. The difference between borrowing on credit and buying gil is that you don't have to pay the gil back. Therefore, you can theroetically acquire infinite money at no cost to the in-game current economic structure. This allows you to spend more freely than you normally would -- no reason to save for a rainy day in FFXI.

    Earning $50,000/year is vastly different than having $50,000 in expendable income. ALL of FFXI is expendable income, and you can always go and get more if you want it. Gilsellers are NOT increasing the amount of gil in the system (well, they are technically, but it's not the major cause of their contribution to inflation) any more than any other character does, probably less. They are, however, vastly increasing the velocity of money, which is a key contributing factor to inflation.
    Also.. Killing mobs and NMs that drop decent amounts of gil all day every day of the week, as well as selling most synthesis materials to NPCs (PL crafting, gilsellers do it) contribute to putting gil in the economy (results in inflation) more than most other methods that exist. I'm pretty certain the average group of gilsellers contributes more to inflation through those actions than any other average group of players.

  6. #266
    BRP
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    <3 funny cosplay lol.

  7. #267
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    Quote Originally Posted by RKenshin
    IGE doesn't create inflation, if anything they keep it at bay. IGE doesn't just create gil out of nowhere when somebody makes an order. They give someone gil that already existed and had already inflated the market just people "forgot" it was there.
    Actually, I think this poster explaned it perfectly. I don't remember who, I just thought it was a good argument and saved it.

    [quote:80ba8]From Econ 201 (maybe 202), one of the key causes of inflation is by a concept called the "Velocity of Money." This is the speed with which money is distributed through a system and yes, it is an actual economic term. The faster the velocity of money, the quicker inflation is applied. Being able to buy gil increases the velocity of money.

    For instance, say you make $50,000/year. That covers basic cost of living, a decent house, some minor luxuries, etc. However, say you want a Lamborghini. Barring going into extreme debt (which doesn't affect), you are not able to get the Lamborghini. However, in FFXI, you can just trade in an external commodity (real life $$$) to get the Lamborghini. This is a situation not easily reproducible in real life. The difference between borrowing on credit and buying gil is that you don't have to pay the gil back. Therefore, you can theroetically acquire infinite money at no cost to the in-game current economic structure. This allows you to spend more freely than you normally would -- no reason to save for a rainy day in FFXI.

    Earning $50,000/year is vastly different than having $50,000 in expendable income. ALL of FFXI is expendable income, and you can always go and get more if you want it. Gilsellers are NOT increasing the amount of gil in the system (well, they are technically, but it's not the major cause of their contribution to inflation) any more than any other character does, probably less. They are, however, vastly increasing the velocity of money, which is a key contributing factor to inflation.
    Also.. Killing mobs and NMs that drop decent amounts of gil all day every day of the week, as well as selling most synthesis materials to NPCs (PL crafting, gilsellers do it) contribute to putting more gil in the economy (results in inflation) more than most other methods that exist. I'm pretty certain the average group of gilsellers contributes more to inflation through those actions than any other average group of players.[/quote:80ba8]

    Then let prices go up to a point where no one will buy anything. This fictional economy is self correcting if not everyone is a gilseller. However, normal players are seeing these prices as valid and are readily paying these inflated amounts. We're not at the breaking point yet, the economy is healthy.

  8. #268
    BRP
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    Guys look what I found new on the FFXI website!!!!!



    “Besieged” is a form of defensive battle that takes place when enemy forces breach the gates of Afghanistan. The Taliban declares jihad, and the city is enveloped in conflict.

    After jihad is declared, anyone in the area who can use an explosive is required to join the jihaad in combat and take charge of Afganastan's defense. However, repeated american attacks have nearly destroyed the city's fortifications, transforming the majority of these defensive battles into aggressive clashes on the streets themselves.

    Afghanistan's enemies are after one thing--the “Oil” located in the Oilfields. The fate of Afghanistan and the americans ride on this single item, which allegedly draws upon the infinite energy of the car.

    Five “leaders of the Taliban” hold the keys to the Oilfields. They must be protected at all costs while driving the americans from the city. The safety of the townspeople and the future of Afghanistan rest in the hands of the terrorists!

    http://www.interventionmag.com/cms/img/oil_barrels.jpg

    http://www.theage.com.au/ffximage/20...b__430x255.jpg


    http://www.playonline.com/ff11us/aht...besiege_02.jpg


  9. #269
    Yoshi P
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    Quote Originally Posted by Zigrah
    Quote Originally Posted by BRP
    Will the ABJs fall off of anything in the future besides teh 3 kings.
    This was asked and answered already(at this event). I think you know the answer.
    The question was misunderstood however and needs to be worded in a paragraph type answer basically stating.

    "Of all the newly introduced monsters, barely any of them drop anything considered significant compared to gods and the 3 kings. Not too mention the rate of drops are horrendously slow. As such people are still killing the same monsters they were killing a year ago and notleaving any room for the new people who have gotten there within the past year. Are their any plans to A) Improve the drop rate B) Spread out the desirable items to less desirable monsters C) Introduce such "Unbalanced" but "must have" items into Aht Urghan end game?"

    I use the word unbalanced because their stance today was that increasing the rate of drops to accomodate the massively overcrowded end game scene, would distort the balance of the game... which of all the answers today I find was the biggest cop-out and load of BS I have ever heard.
    Sorry, but what was their exact stance on it?

    I think they fail to understand that as time passes, mobs are SUPPOSED to get easier. What's the point of progressing if the shit you're fighting is exactly as hard after you progress, because they just made it harder or nerfed you? There's nothing WRONG with shit getting easier. As it happens, they need to add -more- mobs, and -harder- mobs. And additionally, they need to make these mobs also drop really good shit, so that people will fight them.

    Their error is that they don't want existing shit to get easier, but if that's the way it's going to be then what the fuck is the point of even playing the game?

  10. #270
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    Quote Originally Posted by Correction
    Quote Originally Posted by BRP
    Oh, fine edit...


    MAGICAL DAMAGE.

    Its been six months since I posted it, sorry I forget.
    You're still not getting it. Now ninjas can't stack hate with an elemental wheel if their provoke isn't up. Now blm's can't drain some HP back to keep themselves alive during those crucial seconds when you have hate and your tank doesn't. Now a mob that is nuked to 2% can't be killed by anything other than physical means, while you take mortal damage.

    Have you ever even fought an NM that uses Invincible before? You know how those are supposed to be killed when that happens?

    Should have spent those six months actually thinking of the ramifications of your idea rather than flatly believing it was a 'cure' to manaburns that doesn't affect the rest of the game in a really, really bad way.
    Lol... you use elemental wheel ninjutsu for hate? I hope you're talking about at level 40-50ish because if you're doing that at 60+ lol...

  11. #271
    Relic Shield
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    You want people to play in more diversified parties? Fine, give xp bonuses to partys that have 6 different jobs in it.

  12. #272
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    I tossed up the idea before about how elemental magic might be changed so in order to do the maximum potential damage (which would be on par with a full BLM nuke now), it couldn't overlap the same spell within a certain timeframe. Or have monsters grow temporary magic defense vs. the element of choosing, or even have all elemental magic create a debuff effect (a la ninjutsu kind of). This wouldn't eliminate manaburns but it would definitely make it weaker (nerfed I suppose), not by making BLM's weaker in the whole scheme of the game, but actually forcing BLM's to use something other than Thunder4 and Blizzard4. To maximize total damage potential, they would have to time nukes, plan accordingly, etc. -- I don't know, I think it would just make the game a bit more complex and involving, but it would serve the purpose.

  13. #273
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    Quote Originally Posted by Tanthalas
    I tossed up the idea before about how elemental magic might be changed so in order to do the maximum potential damage (which would be on par with a full BLM nuke now), it couldn't overlap the same spell within a certain timeframe. Or have monsters grow temporary magic defense vs. the element of choosing, or even have all elemental magic create a debuff effect (a la ninjutsu kind of). This wouldn't eliminate manaburns but it would definitely make it weaker (nerfed I suppose), not by making BLM's weaker in the whole scheme of the game, but actually forcing BLM's to use something other than Thunder4 and Blizzard4. To maximize total damage potential, they would have to time nukes, plan accordingly, etc. -- I don't know, I think it would just make the game a bit more complex and involving, but it would serve the purpose.
    There are 2 different games in FFXI. Xping and endgame. So you don't want 6 BLM being able to cast a spell all at once and kill whatever. Well what if you want to skillchain on Kirin? I guess those 6 blm aren't all allowed to cast aero anymore.

    If they want to change the balance of one aspect of the game. The solution isn't to nerf or balance a job, the solution is to change the game itself. Nerf xp on any party that has 3 or more of the same job or bonus xp for all different jobs. This has no impact on endgame and therefore is much better than 'balancing' a job so it changes the way it works for xping, but then also has the adverse effect of changing endgame too.

  14. #274
    BRP
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    My idea is flawless...

  15. #275
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    Quote Originally Posted by Lordender
    because everyone plays blm/nin/war/monk lol war is the new blm, i see everyone leveling war just to warburn like everyone who leveled rng to ammoburn or mnk, blm to burn etc.
    yeah dude I bought ffxi 2 years ago and picked mnk not because it looked fun, but because I had a feeling there were mobs weak to it in large groups making for easy exp.

    get off your fucking high horse, MNK is one of the most neglected classes 1-71.

  16. #276
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    Yea mnk used to be harder to level than drk is now, those were some tough days.

  17. #277
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    Quote Originally Posted by aurik
    Yea mnk used to be harder to level than drk is now, those were some tough days.
    WAR was a pain, endgame. I was the only WAR in my HNMLS, and nobody ever let me do anything. I even got chastised for the times I did managed to sneak in and kite Kirin or tank aspido... before they slapped my wrist and said "Silly WAR, back to the 'special' party for you!"

    Now its the cool job to be, and I've moved on to other jobs. My WAR is still fully geared, and I still upgrade it once in a while, but I tend to spend more time on other jobs than WAR (except in dynamis and limbus).

  18. #278
    Xavier
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    WAR/NIN IS THE GREATEST JOB IN THE GAME, WHY ARE WE YELLING

  19. #279
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    You can't nerf BLM EXP parties without changing something STUPID to the game mechanics or BLM job itself. Can't wait to see what SE tries to pull off...

    Here's my stupid idea that wouldn't directly nerf BLMs: make diverse melee/magic parties even MORE rewarding than BLM parties. Make IT++ mobs that are highly resistant to spells (including sleep), tons of HP, and just manageable enough to kill with skillchain + MB. Of course, they would give 300+ exp per kill but take longer and almost unbeatable with a BLM party.

    Now that I think of it, it would possibly make EXPing at 75 fun as opposed to mindless insertword+burning of weakass VT mobs.

  20. #280
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    Quote Originally Posted by jerkbox
    You can't nerf BLM EXP parties without changing something STUPID to the game mechanics or BLM job itself. Can't wait to see what SE tries to pull off...

    Here's my stupid idea that wouldn't directly nerf BLMs: make diverse melee/magic parties even MORE rewarding than BLM parties. Make IT++ mobs that are highly resistant to spells (including sleep), tons of HP, and just manageable enough to kill with skillchain + MB. Of course, they would give 300+ exp per kill but take longer and almost unbeatable with a BLM party.

    Now that I think of it, it would possibly make EXPing at 75 fun as opposed to mindless insertword+burning of weakass VT mobs.
    That's strange...because its the parties where you EXP off of IT+++ and never get higher then chain 5 that bore me to death. Chaining VT and (lol ITs) in Uleguerand Range is by far one of the most entertaining things ever. Continuous chain 40+ of mobs which can oneshot you with a weapon skill at almost any moment, is pretty exhilarating when it comes to this game. I'm sorry but roaming parties > All.

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