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Thread: Strike #3 for May.     submit to reddit submit to twitter

  1. #241
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    Quote Originally Posted by Genosync
    ... eh, gotta fight the right mobs at the level of your skill. It's not as awful as you think/have experienced. Unless you're actually fighting the right mobs, and you're just getting horrible, shitty luck.
    Even with the right mobs, appropriate skill level and optimal settings they ARE horrible horrible things to skill up. Even with an outside cure and or phalanx.

    I'd rather level another craft to 100 then cap parry and guard.

  2. #242
    Genoslut
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    Eh. I didn't have any problems getting three skill levels in like 45min (170s) last time I bothered actually trying to skill, which is only marginally worse than a two-handed weapon.

  3. #243
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    Quote Originally Posted by vagus
    Quote Originally Posted by Midnightjade

    Atm, if I mischarm and use Tame, if the mob has moved even 1cm out of its usual area it depops before I can recharm. That's just frickin retarded.
    So annoying. lol.
    A good trick is to prevent this is to delay your tame. Normally it would go charm, tame, wait on charm recast, mob depops or charm right before it depops.

    Instead when you mischarm, wait a couple seconds before taming, tame then charm. Your charm timer should be back up. Unfortunately you will probably take a few more hits this way but it prevents the depop.

  4. #244
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    Quote Originally Posted by Genosync
    Eh. I didn't have any problems getting three skill levels in like 45min (170s) last time I bothered actually trying to skill, which is only marginally worse than a two-handed weapon.
    It gets veeeeeeeerrrrry slow once you get around 230+. I'm at 257 now, and every time I see a skillup I almost fall out of my chair from shock because it happens so infrequently.

  5. #245
    Ridill
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    That's why I'm always really shocked when I see two skillups in one combat round, e.g. a MNK type mob whacks at me and I parry and skill up on both hits. Given the probability of a skillup on any given attack, which already is probably less than 1 percent, the probability of two in one attack round from a MNK mob is very very very low.

  6. #246
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    Quote Originally Posted by solsovly
    Quote Originally Posted by vagus
    Quote Originally Posted by Midnightjade

    Atm, if I mischarm and use Tame, if the mob has moved even 1cm out of its usual area it depops before I can recharm. That's just frickin retarded.
    So annoying. lol.
    A good trick is to prevent this is to delay your tame. Normally it would go charm, tame, wait on charm recast, mob depops or charm right before it depops.

    Instead when you mischarm, wait a couple seconds before taming, tame then charm. Your charm timer should be back up. Unfortunately you will probably take a few more hits this way but it prevents the depop.
    Yeah, I should do that. Getting whacked on by uncooperative pets is annoying, but having them disappear as I go for the recharm macro is even more annoying.

  7. #247
    Nidhogg
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    Ask them if they plan to do anything to help out crafting.

    Do they plan on releasing any new synths that are actually worthwhile?

    Whenever new gear is released that is actually good, lately it has always been rare/ex. Are there any plans to make new gear that is good, synthable?

    Crafting is still profitable, but I think the end is in sight.

  8. #248
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    Quote Originally Posted by SwampdonkeyPLD
    Ask them if they plan to do anything to help out crafting.

    Do they plan on releasing any new synths that are actually worthwhile?

    Whenever new gear is released that is actually good, lately it has always been rare/ex. Are there any plans to make new gear that is good, synthable?

    Crafting is still profitable, but I think the end is in sight.
    I wish SE would get on with it and revamp the whole damn system but its a little too late for that I guess >.>. The problem is no matter what kind of synths they release they will all be flooded and undercut to hell fairly quickly.

  9. #249
    Genoslut
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    After a game has been out as long as FFXI has and as many people have been able to level and cap out crafts, this kinda shit happens.

    Welcome to economics.

  10. #250
    Nidhogg
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    I don't think its to late. There has to be something they can do. The items with charges were a good start, they just have to make the stuff worthwhile.

    Just off the top of my head, how about a ring that requires a flame ring for the synth and the charge is crit hit rate +10% or something. That would create a demand for flame rings and maybe make them profitable again. (On kujata it varies if they are profitable.) I'm sure I could come up with more things to if I was payed to do so.

  11. #251
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    They can easily make expensive enchantables, and have crafters the ability to re-enchant.

    Example, Sniper Ring +2, a lvl100 leather synth, enchantment is crit hits +5% , enchantment lasts half an hour. When the charges are gone, instead of tossing the item out, give it to a leathercrafter and he'll re enchant it.

    That way, leathercrafter stays in business, there'll be a profitable fee for the crafter, and it keeps both ends happy.

  12. #252
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    There are a lot of ideas like this I am sure. Could even make charges work on armor to, not just accessories. Maybe SE will get a hint if Bercus asks them about it.

  13. #253
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    Riel wrote:
    Sonomaa! This guy needs a new avatar!


    What confuses me is that some of the cheaper enchantment items don't sell at all... I'm talking about stuff that is made from the new cell stuff you can buy with IS. Some of it is really good, and are incredibly cheap to make(I think it's original + 2 or 3 cells). I guess it might be too low-level.

  14. #254
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    Quote Originally Posted by Lordwafik
    They can easily make expensive enchantables, and have crafters the ability to re-enchant.

    Example, Sniper Ring +2, a lvl100 leather synth, enchantment is crit hits +5% , enchantment lasts half an hour. When the charges are gone, instead of tossing the item out, give it to a leathercrafter and he'll re enchant it.

    That way, leathercrafter stays in business, there'll be a profitable fee for the crafter, and it keeps both ends happy.
    They'd have to add some additional flag to an item during a trade that marks the owner as having a string attached to it to prevent jackasses from running off with expensive items. This way if the crafter tries to log out with the item it's automatically removed from his/her inventory and restored to the original owner. This assumes, of course, that the item is of value. If the items were a low level synth with cheap mats, but charging it required a high-level crafter it would solve that dilemma.

    Or they could make both item and charging high level as well as super expensive, and we can have epic drama from crafters stealing expensive chargable items. Decisions, decisions...

  15. #255
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    Quote Originally Posted by Fhqwghads
    Quote Originally Posted by Lordwafik
    They can easily make expensive enchantables, and have crafters the ability to re-enchant.

    Example, Sniper Ring +2, a lvl100 leather synth, enchantment is crit hits +5% , enchantment lasts half an hour. When the charges are gone, instead of tossing the item out, give it to a leathercrafter and he'll re enchant it.

    That way, leathercrafter stays in business, there'll be a profitable fee for the crafter, and it keeps both ends happy.
    They'd have to add some additional flag to an item during a trade that marks the owner as having a string attached to it to prevent jackasses from running off with expensive items. This way if the crafter tries to log out with the item it's automatically removed from his/her inventory and restored to the original owner. This assumes, of course, that the item is of value. If the items were a low level synth with cheap mats, but charging it required a high-level crafter it would solve that dilemma.

    Or they could make both item and charging high level as well as super expensive, and we can have epic drama from crafters stealing expensive chargable items. Decisions, decisions...
    Meh, just find a trust worthy crafter. What if the noob then doesn't have gil for the crafter, and the crafter says fuck off and wants to keep it? then it automatically dissapears into the noob's inv in your scenario.

  16. #256
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    Quote Originally Posted by Fhqwghads
    Quote Originally Posted by Lordwafik
    They can easily make expensive enchantables, and have crafters the ability to re-enchant.

    Example, Sniper Ring +2, a lvl100 leather synth, enchantment is crit hits +5% , enchantment lasts half an hour. When the charges are gone, instead of tossing the item out, give it to a leathercrafter and he'll re enchant it.

    That way, leathercrafter stays in business, there'll be a profitable fee for the crafter, and it keeps both ends happy.
    They'd have to add some additional flag to an item during a trade that marks the owner as having a string attached to it to prevent jackasses from running off with expensive items. This way if the crafter tries to log out with the item it's automatically removed from his/her inventory and restored to the original owner. This assumes, of course, that the item is of value. If the items were a low level synth with cheap mats, but charging it required a high-level crafter it would solve that dilemma.

    Or they could make both item and charging high level as well as super expensive, and we can have epic drama from crafters stealing expensive chargable items. Decisions, decisions...
    They wouldn't have to do anything. The same thing would happen to that crafter as does now, no one would come to him again.

  17. #257
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    Quote Originally Posted by Lordwafik
    Quote Originally Posted by Fhqwghads
    Quote Originally Posted by Lordwafik
    They can easily make expensive enchantables, and have crafters the ability to re-enchant.

    Example, Sniper Ring +2, a lvl100 leather synth, enchantment is crit hits +5% , enchantment lasts half an hour. When the charges are gone, instead of tossing the item out, give it to a leathercrafter and he'll re enchant it.

    That way, leathercrafter stays in business, there'll be a profitable fee for the crafter, and it keeps both ends happy.
    They'd have to add some additional flag to an item during a trade that marks the owner as having a string attached to it to prevent jackasses from running off with expensive items. This way if the crafter tries to log out with the item it's automatically removed from his/her inventory and restored to the original owner. This assumes, of course, that the item is of value. If the items were a low level synth with cheap mats, but charging it required a high-level crafter it would solve that dilemma.

    Or they could make both item and charging high level as well as super expensive, and we can have epic drama from crafters stealing expensive chargable items. Decisions, decisions...
    Meh, just find a trust worthy crafter. What if the noob then doesn't have gil for the crafter, and the crafter says fuck off and wants to keep it? then it automatically dissapears into the noob's inv in your scenario.
    The entire transaction would remain open with the gil and item, and wouldn't be closed unless canceled or the item was charged. I think the number of people who'd run off with items would increase with rechargeables. Right now there's a market for crafters being recruited for synths, but nowhere near the levels they would be if rechargeables were introduced. Anyway, if the system isn't built to police these transactions it's going to make for some awesome drama. Just sayin'. :D

  18. #258
    Ridill
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    There's no functional system to police anything in this game, why start now?

  19. #259
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    Why not just make the AH able to sell the charged and rechargable versions of the items so the crafters can buy the rechargeable versions, synth it into the charged and sell them back. Make it so the AH fee is very minimal for these types of items since they'll be getting turned around so often.

  20. #260
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    how about they place "Trader tables" in each city. somewhat similiar to these new gambling tables. i'd imagine it would require a bit of planning and programming... but make a table where 2 people could put stuff "into" it, and then only take it out once a transaction is complete or something. i mean i guess thats what a normal trade is anyways but maybe something like this:

    player1 puts in item to be synthed & reward money.
    player2 puts in collateral.
    both agree.
    player 2 can only take out synth item.
    synth.
    player 2 puts in synthed item.
    both agree.
    player 1 obtains synthed item.
    player 2 obtains reward money and collateral.


    thats just a simple idea. thats not saying what it would do if the item breaks. and i'm not sure if they'd be able to program that without having memory issues. (i guess similiar reason to why you can't npc-storage single items maybe?) anyways i didn't think too hard on this, maybe someone else can elaborate a better version of this?

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