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  1. #41
    New Spam Forum
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    Mar 2006
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    BG Level
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    FFXI Server
    Quetzalcoatl

    You guys aren't looking at it right. Sure, 400k for a level 5... Nobody is that maschocistic, and for 30%. But 100k for a 20% Tier 0... that is worth it. Most people are ready to maul and strangle their GP turn in guy once they get their mog house item.

  2. #42
    A. Body
    Join Date
    Nov 2005
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    Leviathan

    Biggest problem with crafting IMO is that gear is so stagnant and maintenance free.
    Having a bunch of alternate items come out every patch would spur more crafting, sure.

    What'd do it more would be if you have to (like WoW or plenty of other games) get your gear repaired from time to time. What if HQ gear just had a better cap for stats when it was fully maintained? Then to maintain it, you had to trade some crafted items into an NPC from time to time.

    Or if they gave some armor slots to modify it, like a PUP frame has (or like Materia, or whatever else) that could be adjusted. Custom armor, but maybe you have to bring it to an NPC to get things installed...and trade in some items along with it that you get crafted, etc.


    Should also make more ingredients Rare/EX or at least non-AH'able, to limit crafting more to players who leave cities. I mean, if you could get a better rate on HQ'ing a nice piece of armor, but it would mean being there for the drop on the material, that'd also specialize certain crafts further. Like what if you could modify Jailer weapons to not need Virtue stones? Ain't gonna see too many level 1 crafting mules able to do that.

    Though really, I think the problem is not that people don't HQ enough. It's that HQs are needed in the first place as a reason to "revisit" the crafter.

    Even if it was non-crappy enchantment items. Like say, what if you had an enchanted Hauberk with 50 charges of an additional +15 STR for 30 minutes? I think a lot of melee would opt for that and use the charges at events or something. Every few months maybe, they'd have a reason to sell their used one and go back to a Smithy to buy a fresh one, like warp cudgels or RR items, etc.

    Plus you could provide alternatives to rare gear as well >.>

    Instead we get things like 10 charges of Stone I. Yeah, people line up for that

  3. #43
    Fake Numbers
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    Jul 2006
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    Carbuncle

    Just like most other things in FFXI, the problem eventually goes back to the complete lack of a tier structure.

    For all intents and purposes, the best crafted items today are the same items they were six months ago, or a year ago, whatever. This is not the case in the real world...a six-month old cell phone has long been supplanted by newer models with more features for (and this is key) the same price.

    This is the mechanism that FFXI lacks.

    If you think about it, items like the Scorpion Harness and Hauby should be like buying a two year old cell phone – depending on what you had before it’ll probably be an upgrade, but it certainly isn’t the best anymore. Also like cell phones, even though it’s an upgrade you don’t pay a lot for it…it’s the early adopters who pay through the nose to have the latest and greatest items.

    You can see this “early adopter” mechanism in play anytime new useful crafted gear is added to the economy…look at the Baron’s/Trader’s set. When released the HQ versions cost millions of gil – this is prior to the Christmas explosion – and the new materials (red moko grass) were similarly inflated. As time passed the price on this set (especially the HQ pants) dropped considerably, directly counter to the massive inflation that the servers were experiencing during this period. This was simply the crush of demand exceeding supply, but you can achieve similar affects simply by keeping the top-tier items moving.

    That’s what FFXI needs – a constant flow of new top-tier crafted items (for all levels) that are a true improvement over the old ones and a continually raising crafting skill cap to go along with it. When new items are made in the real world there is always R&D associated with it…new process technologies allow for new fancy things to be made. You’ve got to have the same type of mechanism in a virtual economy too.

  4. #44

    Quote Originally Posted by Merryck
    Quote Originally Posted by shinobi_tabi
    I think it would work pretty well, kind of how like the emp pin patch went. Never heard noone complain about that patch yet..
    If you're from Bahamut, and you leveled in the Dunes prior to the Rare/Ex VE patch, you know him pretty damn well:

    Songokou
    mhmmmmm
    but what are you saying? are you complaining he is not there farming emp pins for you to buy off AH?

  5. #45

    Quote Originally Posted by Lokim

    That’s what FFXI needs – a constant flow of new top-tier crafted items (for all levels) that are a true improvement over the old ones and a continually raising crafting skill cap to go along with it. When new items are made in the real world there is always R&D associated with it…new process technologies allow for new fancy things to be made. You’ve got to have the same type of mechanism in a virtual economy too.
    As much as i would like to see them constantly adding new recipes more often, it already happens about every patch, usually it is stuff that is outclassed by rare/ex goods like Aurik said before. Raising the crafting cap would have people rushing to hit cap first, and they would be flooding markets still. Don't bring real world into ffxi, their economies don't work the same, here in vanadiel everyon is a mini-mint and has the right to print thier own gil.R&D (research and development?) comes before the product. Kinda like how (recipe and synthesis) comes before the
    items.


    I don't think people even read OPsOP.... Pretty sure it was all about limiting supply on NQs by making them worth somthing, even if it is making it worth more as GP and not gil. Thereby increasing it's gil value.

    After thinking on it for a bit i have 3 more ideas
    Do what the OP said but rework the HQ chance on tier0-1-2
    1%-2%-5% respectively, but you would need to reduce cost of crystals

    Changing guild point items to accept any item based off what crafting rank they are accepting for the day.Who would want to sell NQ amemet mantle for 5k gil when they can save it for 3k GP, but the gp per item / max gp per day ratio would need tweaking.


    Or.....

    All crafters are whiny little bitches who should just stfu and realize nothing anyone is typing anywhere in this thread will make SE change a damn thing