Announcement

Collapse

READ THIS BEFORE POSTING IN THIS FORUM!

In order to properly organize all the questions in to an appropriate list for the administration team to compile in to a list to be submitted to Square Enix, please post ONE QUESTION PER THREAD ONLY!

If you are not asking a question, do NOT post a thread, please take your discussions elsewhere. If you wish to comment on a question, or provide an answer to a question, please post a reply, but any questions inside a thread that is not the first post of the thread will be ignored.

For the subject line, please put one of the things:
A.) Put the question in the subject line and the message.
OR
B.) If the question is too long, put part of the question and then repeat the entire question in the post.

Please make sure a thread with the same question does not already exists, or your thread may be merged or deleted.

Threads that do not conform to these rules may be overlooked and not added to the list to be submitted to SquareEnix.

Disclaimer: Things subject to change without notice, especially if SquareEnix decides to change it on us.

Thank you,
AKosygin
FFXIOnline.com Moderation and Administration Team
See more
See less

Will SE give crafters some kind of preferred crafter bonus at their shops?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

    E.g, the guild wants a certain amount of X items similar to how you obtain guild points, but doesn't have the time to do it, so they "hire" you? It could for anything, even replacing low stocks of an item (e.g. someone bought all the bronze ingots, so they want to have you craft more)
    That could be interesting, I think the materials you need would have to be provided by the guild, otherwise I don't think there would be much point to it as far as getting more crafting items.

    However that is with the view of getting more crafting ingredients into the game, as a side thing by itself I think that would be a fine addition.


    You have the right to remain silent, anything you say can and will be misqouted and then used against you.

    I don't have a big ego, it just has a large mouth.

    Comment


    • #17
      Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

      Originally posted by Vyuru View Post
      Free free FREE from tests for now! YYYAAAAAAAAYYYYYYYYYYY!

      *Ahem*

      WWWWHHHHHHHHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!
      Ditto! XD

      Ok, now that I have that out of my system.....



      Slight difference, you'd rather have a few mining points that just stay there and I'd rather be able to mine anywhere in the mining zone. Also this way you could toss in a hidden spot that randomly changes locations where you have a better chance at digging up the rare ores or something.
      That idea sounds rather cool, I'd enjoy being able to harvest in one spot, the only problem might be that RMTs could figure out all the points & camp them. =/


      However, I wonder if they could make like a crafting zone, you have access to a (mostly) unlimited supply of crafting materials, the catch? You cannot leave the zone with any of them.
      Now That is an amazing idea, the only thing I could see wrong with that is if the items cost the same price as they do in the regular shops. I think if you were able to do it for a small fee & craft to your hearts content (ok, it would be more like a small fee for a vana day or something) that would be really awesome, would make a majority of the people trying to craft happy. 'Course I doubt it would work Entirely like that, but it would be neat.

      Yay, Ty for this Eohmer~

      Silentsteel - Taru of Awesomeness on Valefor

      80 Whm, 86 Drg, 40 Sam, 37 Blm, 31 Smn, & lower as it goes down... I have way too much play time for no levels, lol.

      Comment


      • #18
        Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

        I'm sure you are all dying to get another long post from me about how FFXI could be better...

        I too agree experienced crafters should get a benefit when buying from their guild.

        Something like a timer based on your crafting skill. Someone who has 10 or under skill can buy 1 item of the same type every 45 seconds, after the first two purchases. Someone with 11 to 30 skill can buy 1 item of the same type every 30 seconds, after the first two purchases. Someone with over 30 skill isn't limited any more than normal.

        This would put some small hamper on those bots we see.

        Anyway, I'd like to focus on fixing other problems of crafting with a big system. Something that works like Guild Points, but is overall separate, while remaining quite dependent. Somethings I'm thinking need to be noticed:

        -Signing something is kind of lame. You shouldn't be required to spend crystals on it. Each item you make should be "tagged" with the fact you made it and automatically be signed(if it can be). This invisible "tag" is extremely important for the system I have in mind. It would disappear under the same conditions as a signature would. Finally, add a NPC at every guild who players can trade things to remove signature, since it's understandable if they don't want their name on it.

        -Money Deflation: Crafters should be the gateway of gil into this game using interaction with NPCs. This also fixes...

        -Item Inflation: If 100 crafters are making the same thing, at some point, there is going to be too much of it(look at Stat Rings). For things like consumables this isn't a problem, but stuff that doesn't go away like armor, it is. If a crafter could take non-crafted constants, like BCNM drops, and remove them from the game, then other people will benefit by making it easier to gain money. Enchantment items are the key here.

        -There is too many crafters who have reached a level where they can craft anything. Recipes are found then saturated up, making it very hard to make money. There needs to be uniqueness among crafters. They sort of did this with the Crafting Keyitems, but those don't limit you - and most of the keyitems are almost somewhat useless(especially considering you can just buy the materials that make them).

        -Many recipes, especially in areas like Cooking, will never get used because of how weak they are. Look at the entire "pasta" area of cooking, http://wiki.ffxiclopedia.org/Noodle_Kneading. You need a Keyitem to make those but none of them are that appealing. The same could be said for many pieces of armor.

        -Crafting could use some side-development, like quests to make it more interesting and interactive. Think of Chocobo breeding/racing, a small time burning with decent rewards. I imagine 5-8 quests that require items personally crafted by the player(marked by the invisible tag I mentioned above) that would reward gil and a cutscene or two. Maybe some Guild Points too. Some of these quests could be repeatable.

        -Because everything is synthed automatically, the "HQ" crystals should gain a new effect when being used: Stuff breaks less during failures. The fee for the Aurora Crystal and Twilight Crystal are brought down to 200 and the fee for Plasma Crystal is brought up to 500.

        -Bonus: Allow Clusters to be stacked(to 12). This not only helps crafters, but people farming elementals to fund things. There really isn't much of a point of Clusters atm anyway, since they just Stacks of 12 that require a push of a button. To go along with this, add a NPC with the Conquest Troupe that will convert a stack of 12 crystals into a Cluster for the price of some kind of flower or fruit.

        -Bonus: Require players to craft the items needed for tests. This sort of makes a market for the materials needed to make them, might create some iconic synths for the craft.

        (It's important to note that the invisible tag would have no effect on Guild Points).


        Now, I think I'll split this into two posts... this one I'll talk about some recipes I think should be made or changed:

        Let's look at Goldsmithing as an example. This craft has a series of synths that are very bonded with: Rings and Earrings, of the jeweled variety. Mainly, elemental stones like Red Rock(http://wiki.ffxiclopedia.org/Red_Rock) are carved into gems by a synth that has plenty of HQs(http://wiki.ffxiclopedia.org/Sardonyx). Each 'tier' is then used to make an earring or ring. Basically you got your 5 tiers of Rings(lvl 14, 36, 54, 73, and 75), with your last tier made with an Elemental Ore instead. Then you got your earrings which follow a similar pattern(lvl 10, 31, 49, 67). They are special in that, there is no tiers of HQ.

        The Rings are extremely important to your average adventurer, they are a stable stat source for mostly throughout the game(and elemental resistance) and are only somewhat replaced by things like Acc rings and large amount of MP rings. The "dark" elemental earrings give MP, but the amount they give is so small that they are deemed useless.

        The Earrings only give elemental resistance until the final tier, in which HQ1(and 2) give a stat bonus. They are largely ignored until this, and even then, are mostly replaced by the large amount of powerful rare/ex or BCNM-based earrings in the game: Sub-job latent earrings, Moldative, ENM30 skill+ earrings, Divine Might rewards, Apoc Nigh rewards, Brutal Earring, and well... there is quite a list you see. Not that it's a problem there is better stuff, it's just that this entire series of synths never stood a chance.

        Anyway, I think I've explained everything clearly enough now. The problem with the Rings is that there is too many of them. SE released these two enchantment items and it got me thinking: Mighty Ring(http://wiki.ffxiclopedia.org/Mighty_Ring) (along with Vision Ring). These not only remove 1 Sardonyx Ring from the market, but they also require people to use an item made from a keyitem. The ring itself is a very nice enchantment: it's like food, it lasts for 30 minutes, which you can use again the moment it wares off.

        Now, imagine to make the item in the first place, you needed the keyitem(the actual synth of the Ring, not only the Mighty Sardonyx). And then imagine if there was one for each element and tier. Basically, it's another tier of food people could use at the cost of a ring slot(which would normally be spent on a HQ ring or Sniper or Astral). If you put a restriction on the enchantment that you can only have one type of bonus from these type of rings at a time(so no two Mighty Rings or one Mighty Ring and Vision Ring), you wouldn't break the Sniper, Astral, or HQ ring market because thats one slot that still needs to be filled.

        Each tier raises the bonus by +1. A small exception to this would be the DEX ring line and the AGL ring line. DEX rings will skip one "upgrade" at the 37 tier, so it doesn't pass Archers/Jaeger/Snipers/ect completely and caps earlier at 5 instead of 6(Sniper+1's value, which it's already above with the DEX). AGL rings will boost Critical Rate at .5% per upgrade.

        Strength Rings boosts Attack and Ranged Attack. (base=+5, +5) (+9, +9)
        Dexterity Rings boosts Accuracy and Ranged Accuracy. (+2, +2) (+5, +5)
        Agility Rings boosts Evasion and Critical Rate. (+2, +1%) (+6, +4%)
        Vitality Rings boosts Physical Damage Taken-% and Enmity+. (-1%, +1) (-5%, +5)
        Intelligence Rings boosts MAB. (+1) (+5)
        Mind Rings boosts Magic Accuracy and MDB. (+1, +1) (+5, +5)
        Charisma Rings boosts Cure Potency and Enmity-. (+1%, -1) (+5%, -5)
        MP Rings boosts Conserve MP and hMP. (+1, +1) (+5, +5)

        The duration/recast/max charges are also based on tier:
        Level 14=50/50 (30 min recast/duration)
        Level 36=75/75 (45 min recast/duration)
        Level 54=100/100 (1 hour recast/duration)
        Level 72=150/150 (1 hour recast/duration)
        Level 74=300/300 (1 hour recast/duration)

        Very powerful stuff, but it has to be if you expect people to buy a Snow Ring every month or two.

        On top of this, I think a small buff to MP rings would be in order. Just enough to keep up with the other rings. HQ2s would be big money for those goldsmithers lucky enough to make them.

        Onyx Ring: MP+5
        Energy Ring: MP+6
        Energy Ring+1: MP+10

        Black Ring: MP+10
        Aura Ring: MP+15
        Aura Ring+1: MP+20

        Painite Ring: MP+20
        Mystic Ring: MP+25
        Mystic Ring+1: MP+30

        Death Ring: MP+30
        Hades Ring: MP+35
        Hades Ring+1: MP+40

        This might be dangerous to the Sniper Ring market... so adding a similar enchantment bonus to them, though overall unrelated, might be a good idea. Sniper Rings are much harder to make(there for expensive), so people would be hesitant to throw away the ability to sell them back. This would just be a safety option(as a luxury) to make sure the market doesn't break.

        Something like: Enchantment: 100/100, duration: 1 hour: Attack+5 Ranged Attack+5.

        This bonus would stack with the normal ring enchantments.

        Now for the earrings, something simple needs to be done: turn them into stat rings for the ears.

        Lv. 10
        HQ+1 = Stat+1

        Lv. 31
        HQ= Stat+1
        HQ+1= Stat+2
        Light/Dark HQ+1= Enmity+/-1

        Lv. 49
        HQ=Stat+2
        HQ+1=Stat+3
        Light/Dark HQ= Enmity+/-1
        Light/Dark HQ+1= Enmity+/-2

        Lv. 67
        NQ= Stat+1
        HQ= Stat+3
        HQ+1= Stat+4
        Light/Dark HQ= Enmity+/-2
        Light/Dark HQ+1=Enmity+/-3

        Now this could put the already hurting Mortion Earring into dead-mode. So I think these need a enchantment too.

        Something like: Enchantment: 50/50, duration: 30 minutes: MAB+2 (something nice for those who lack moldy)

        Also Phantom Earring would need be a bit stronger. NQ=INT+2, HQ=INT+3. Also with an enchantment:

        Enchantment: 50/50, duration: 30 minutes: MAB+4 (can't be used with the Morion Earring enchantment).

        Now, about those quest ideas I was talking about? Have one of them be daily repeatable... something about a husband looking for a pair of earrings for his wife. To complete the quest you need to trade him two of the same type of elemental earring(which you crafted personally). For a reward you get gil(much higher than what a NPC would of bought them for) and some decent GP(bonus GP if they were HQs). This is a small inflation checker for the popularity that these stat changes would give.

        That's all for now. Next: A system to fix item inflation, gil deflation, and make each crafter unique.

        I'm going to post this tomorrow, but it's basically the idea that players can trade any item they craft to a NPC for more-than-normal gil and a new set of points called "Tenshodo Points". With these points players have four options: Rent a Crafter-based Mog Locker(10 to 30 spaces), Upgrade a Crafter-based Mog Locker, buy "recipes" that are impossible to use otherwise(at a limited amount, like merits), and buy rare/ex version of materials(from Sheep Leather to Venomous Claws).

        The Enchantment ring synths I mentioned would all be recipes you would need to buy with Tenshodo Points, and you wouldn't be able to learn them all.

        Like you imagine, I thought it would be fun to base the idea on the Tenshodo "inserting" a crafter's materials into the black-market(or distant markets, in the Far East for example). Rather than answer strict requests from your Guild, these guys will accept anything.
        Last edited by Legal Fish; 04-27-2007, 02:48 AM.
        Read my blog.
        ffxibrp.livejournal.com
        Currently: Entry #32, August 31/07.
        Entry 32: Death to Castro

        Comment


        • #19
          Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

          That idea sounds rather cool, I'd enjoy being able to harvest in one spot, the only problem might be that RMTs could figure out all the points & camp them. =/

          But the idea is that anyone can go to work on it at any time, unlike the current system of points where the 1st person to hit it gets it.
          sigpic


          "BLAH BLAH BLAH TIDAL WAVE!!!"

          Comment


          • #20
            Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

            That idea sounds rather cool, I'd enjoy being able to harvest in one spot, the only problem might be that RMTs could figure out all the points & camp them. =/
            Well, with Malacite's idea, the HELMing points would be static and inexhaustable, so nobody could monopolize them.

            With my idea you could HELM anywhere and it'd be just random if you got something or not, kinda like it is now except no HELMing points, you could just do HELM activities wherever you wanted to in the zone, kinda like how Fishing and Chocobo digging are, but probably without the limitations that those two have, although the Fatigue system of fishing where you can only pull up 100 fish per game day or something like that would make sense, and I think might be a good thing to have.


            I too agree experienced crafters should get a benefit when buying from their guild.

            Something like a timer based on your crafting skill. Someone who has 10 or under skill can buy 1 item of the same type every 45 seconds, after the first two purchases. Someone with 11 to 30 skill can buy 1 item of the same type every 30 seconds, after the first two purchases. Someone with over 30 skill isn't limited any more than normal.

            This would put some small hamper on those bots we see.
            I don't think I like this. Limiting the number of things you can buy like this only puts an unnessacery hamper on new crafters. In the case of the bots, I think a goodly number of them would have a craft leveled and would not be affected by this.

            I think this:

            -Many recipes, especially in areas like Cooking, will never get used because of how weak they are. Look at the entire "pasta" area of cooking, http://wiki.ffxiclopedia.org/Noodle_Kneading. You need a Keyitem to make those but none of them are that appealing. The same could be said for many pieces of armor.
            Is one of the main contributing factors to this:

            There is too many crafters who have reached a level where they can craft anything. Recipes are found then saturated up, making it very hard to make money. There needs to be uniqueness among crafters. They sort of did this with the Crafting Keyitems, but those don't limit you - and most of the keyitems are almost somewhat useless(especially considering you can just buy the materials that make them).

            Most people would prefer armor that has some kind of +stat to it, and will only wear the normal armor when they can't get anything else. I think that SE should change some of the old armors to have different, comparable +stat effects so that more synths, and more items used in those synths, become valuable. This adds a little diversity to the game as well, like with the Jaridah Peti and Scorpion Harness. Both are good, and there is no clear advantage of using one over the other like there is with so many armors.

            Hmm, too many things to quote, so I'm just gonna address each one:

            Auto signing isn't a bad idea, that could be interesting. But I do think that when you mail something you lose the signature on it, so I don't think a signature removing NPC is needed. I could be wrong and maybe you only remove a signature when you put something up on the AH.

            I think the higher tier MP values for your +mp rings are a little high, yes mages need more mp higher up, but those are just a little too good IMO.

            I like the earring idea, a little more +stat and +/- enmity is always a good thing.

            I don't think making enchantable items made from NM drops is a good thing, if you do that, and if the enchantments are actually good, then the pressure is on for people to be using these up all the time, and it would just make the NMs heavily camped again. Then those items would also be *THE* items to use.

            However that is under the current system. If you could recharge enchanted items using guild points, or perhaps the guild signing crystals or something along those lines, I think that would be fine. But otherwise I think I would be against using NM drops as consumables. They are just too expensive and there is too much pressure to use the best gear for them to be used like that.

            As I stated above, I'm somewhat against rare/ex crafting ingredients buyable from NPC shops, but I'd be really against rare/ex HNM drops from NPC shops. If you have that, you create an artificial price for that item instead of it's current value based on supply/demand and other alternatives.

            buy "recipes" that are impossible to use otherwise(at a limited amount, like merits),
            This, this I like alot. My only comment would be that EVERY single recipe would have to be useful and wanted, otherwise everyone would learn the same recipes and there would be no real point in it.


            You have the right to remain silent, anything you say can and will be misqouted and then used against you.

            I don't have a big ego, it just has a large mouth.

            Comment


            • #21
              Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

              Rechargeable Enchantments worry me a bit. On paper it sounds great, but at the same time, I'm thinking it would defeat the purpose of crafted enchantments. Unless it requires a whole new weapon/armor piece(which if it did, would be kind of pointless), it would keep those items in the market without consuming them.

              Btw, for enchantment items to be useful, they change the average timers on them.

              Items meant to be used then removed should have an equip delay of 5 or 15 seconds tops. This includes items that "cure" HP or MP.

              Items meant to be kept on should have their effects last as long as the recast... and it's generally a good idea if that effect lasts for at least 15 or 30 minutes, an hour or more if the item is expensive to make.

              About the many "plain" armor sets: those would be the focus of the enchantment system I'm thinking of.

              I think that would be fine. But otherwise I think I would be against using NM drops as consumables. They are just too expensive and there is too much pressure to use the best gear for them to be used like that.
              Actually, unless you consider stuff like Snipers and Morion Earring NM drops, I'm talking about stuff people usually don't care about. Making crafted items out of NM drops isn't new, it was(is) especially popular back in the old day, with Beastmen NMs like Zo'Khu( http://wiki.ffxiclopedia.org/Zo%27Khu_Blackcloud) who drops two items that are materials.

              But yeah, I can understand your concern, but I was talking more about BCNM drops anyway. Like, let's look at the very popular Under Observation BCNM(the PCC dropper). It's become flooded. Almost all of it's equipment drops have dropped to 1k on my server and I can't imagine it being a whole different on others. And since some of these drops are shared among other BCNMs, it's not just a problem with one area. I'm bored, so I'll brainstorm some enchantments to them. (http://wiki.ffxiclopedia.org/Under_Observation). 50/50 max charges. 30 minute timer. [I'm noticing these are JSE weapons, so there is probably more out there]

              Tilt Belt (Acc+5, stacks to Acc+10)
              Mantra Belt (hMP+4)
              Himmel Stock (hMP+2)
              Grudge Sword (Enmity+3, stacks to Enmity+4)
              Blizzard Tuck (Acc+3)
              Mutilator (Atk+6)
              Behourd Lance (STR+3)
              Raifu (Critical Rate+3%)
              Tourney Patas (Counter+2)

              Since these come from BCNMs, the best way to get them would be doing that BCNM. From there, the player can decide if he wants his turned into a unsellable but stronger version. Otherwise, people who don't want them can put them on the market and have a crafter pick them up and "consume" them.


              Anyway, the basic idea of limiting crafters of which recipe they could use would be something like this:

              They trade in items, they get Tenshodo Points and gil.

              They talk to a NPC located near their Guild. They ask to buy a recipe. They are shown a list:

              For Goldsmithing it would be something like... (don't mind the very rough estimates...) [All of these synths would require the key items

              20-50 recipes based on changing NM/BCNM/odd drops and crafted weapons into Enchantment items
              3-10 sets of 5 recipes based on changing those "plain" sets I mentioned into enchantment items(mostly involving silver/gold material armor).
              8 Enchantment Ring recipes(really a set of 5 each).

              Now each of these would cost a different amount of Tenshodo Points, based on what level they are all that. The Rings would probably cost the most, with sets behind them, and the single recipes cheapest.

              The player will be given something like... 15 Recipe Points to spend. Tenshodo Points would be "Limit Points" and Recipe Points would be "Merit Points". Once you have 15/15, you can't buy anymore unless you erase previously known recipes.
              Enchantment Rings - 3 Points
              Sets - 3 Points
              Single Recipes - 1 or 2 Points

              Players will be able to buy additional 5 spaces(for 20 Recipe Points total) with Guild Points, but only after they have obtained their Apron, Furnishing, and other Equipment piece. These 5 Points for Goldsmithing would be restricted in that they can only be used for single recipes(the other crafts would face similar limitations).

              The average Goldsmither could probably have:
              3 Enchantment Ring Recipes (9 Points)
              2 Sets (6 Points)

              or

              5 Enchantment Ring Recipes

              or

              5 Sets

              or

              10-15 Single Recipes

              or

              3 Enchantment Ring
              2-4 Singles
              1 Set

              You get the idea I'm sure.

              Also let people buy a "Tenshodo Locker" from a NPC in Jeuno that they could access from their Mog House or from a Nomad Moogle-like NPC at their guild. 10 spaces and 10 per upgrade, until 30(2 upgrades). The upgrades wouldn't be too much, but enough to make people work for it. There would be a weekly fee to be paid, using a small amount of Tenshodo Points.


              What would be tricky is cooking and alchemy. I imagine for Alchemy, fixing the stats of "Drop" type items would be the best way to go and allow Alchemist to make drops out of meds.

              Make the "med" timer of Drops 15 seconds for items like Hi-Potions and 60 seconds for items like Hi-Ethers. Allow Alchemist to buy Hi-Ethers from the AH and convert them into stackable "Drops"(with a chance to HQ for more than 1 drop), this solves the problem Assault created by flooding the market with meds. Make new meds and make all almost meds have a "drop" form.

              This would add some nice solo ability to many jobs in the game. If one could make those stat increase potions(Strength Potion, Intelligence Potion, ect) easy enough to use, it would add a new tier of consumable to FFXI.

              And on top of this, Alchemy should have no problem creating new enchantment armor sets/weapons/ect.

              Cooking is most trickiest to me... it's already consumable and I don't want replace all the current recipes. So I'm thinking, another tier of consumables is good idea. People might find this funny... but: Condiments and Spices.

              Imagine "Dressing" type drinks that could only be used while the player has eaten a Salad. Or Wasabi that can used while the player has Sushi. Butters for Bread... sauce for Pasta... Cinnamon for things like Ice-cream, or Cream for Pies. Hell, even Tartar sauce. These would give very potent effects, like Double Attack+% or Refresh or MAB. They would need to balance this so people would use things outside of Sushi and Meat.

              From there, I would add "good" AoE Party food. Stuff parties outside of Valkurm would use. I guess all AoE could use a fix: Allow players who are effected by the AoE effect(not the user) overwrite the food effect with their own (and not have the vice versa happen).

              Finally, show some love to BST. Aside from lowering the caps of CoP jugs, making them easier to HQ, add new Jug Pets(Giant Bat, Bird, Dhalmel, Slime, ect ect) recipes to be bought with Recipe Points. Extend the time of a Jug Pet's life span by double what they currently are now.

              Add a new type of "Reward" food that lasts for 30 minutes to an hour, call it "feed". 5 tiers of food that give stats similar to Meat, Sushi, Fish, and ect. Have these be made with the keyitem "Stewpot Mastery".

              Improve the stats gained from HQs made from the recipes unique to the Patissier key item.

              Improve the pasta recipes by giving them unique stats. Some of them are "JUST" good enough, but need things that make them excel, like Double Attack+% or hMP.

              Some materials need to be made stackable, especially for cooking. Like the many materials for the CoP jugs.

              Finally, add more bonuses to Riceballs for a SAM main(without AF gloves). Imagine the effect given to each one:

              Hasso: Zanshin proc rate doubles(including bonuses from equipment and merits), this makes boosting Zanshin more worthwhile because you might able to hit a cap of 95-100%.
              Seigan: 2 TP gained from Anticipating an Attack. (3 TP gained from HQs).

              Oh, since I think this will be the last of speaking about item improvements, I'll finish off with some Woodworking ideas.

              First off, I think the entire "Staff" line of equipment needs to be adjusted.

              You got your Pole(starting at level 5 with Ash Pole) and you got your Staff(starting at level 1 with Ash Staff). Poles are based on doing damage while staffs give HP+ and MP+. Anyway, I think Staves should give hMP. This way, they have a use, especially Staves vs Wands(which give INT and MND).

              Ash Staff: hMP+1 (HQ +2)
              Holly Staff: hMP+2 (HQ +3)
              Misery Staff: hMP+2
              Elm Staff: hMP+3 (HQ +4)
              Dolphin Staff: hMP+2 hHP+2 (+3 +3)
              Whale Staff: hMP+3 hHP+3 (+4 +4)
              Oak Staff: hMP+4 (+5)
              Revenging Staff: hMP+6 (+7), Dark Magic Skill+5 (+6)
              Ramuh's Staff: hMP+6
              Mahogany Staff: hMP+7 (+8)
              Elder Staff: hMP+7
              Master Caster's Pole: Citizens of Windurst: hMP+10
              Yigit Staff: Assault: hMP+10
              Mystic Pole: hMP+7 hHP+7 (+8 +8)

              Now for stuff that could be bought with Recipe Points. I think Shields have a lot of potential for enchantment items. For buckler type shields, you can add Attack and Accuracy bonus to attract melees like THF or WAR(at least during the lower levels). For PLDs, the main users of shields, Shield Skill, VIT, Damage Taken-%, and MDB would all be good choice. If you really wanted to be generous, an auto-Refresh shield would be extremely useful. If you were to add an Auto-Refresh, good idea to put it on a Round or Buckler, because Kites are already favored.

              Finally, Elemental Staves are quite numerous, making them completely unprofitable outside a HQ(which would be further hurt by the popularity gained from adding enchantments to other elemental ore synths). They are great candidates for an Enchantment bonus. Another thing about Elemental Staves: they entirely kill the Wand market for BLMs(RDM has a small use for wands at level 75 for Slow and Paralyze).

              The plan would be to make an enchantment version of the NQ staves that give the Elemental Bonus(-2 perp rate, +10% damage bonus, +10 Magic acc) and allows players to switch off the Staff. Only one bonus from this type can be on a player at a time, and to the perp rate will not stack with weapons that lower perp rate(Bahamut's Staff for example).

              HQs would be completely uneffected due to how powerful they are and NQs won't deplete at level to make them too expensive, due to the fact most people work fine with a NQ long enough that they never sell theirs.


              There is one big problem with all this:

              As you can see the game would shifted greatly towards consumables... consumable armor, meds being easier to use(especially while solo), and another tier of food. This means people are going to have even more trouble with space. Not just space, but normal inventory space. If SE could really push for a 80/80 inventory space, it would be enough to solve this. Especially in combination with a new Mog Locker for crafters, stackable clusters, and maybe if they made a special Mog Locker for people with more than one job over 60(like +10 spaces per job you have AF for, capping at 80 spaces).



              And I'm done for now...

              EDIT: I also think WAR should gain B Bow Skill and B Shield Skill. Bow Skill to give a reason for their Aggressive Aim merit ability and B Shield to make them better tanks(or Axe/Shield being semi-helpful in place of /NIN I guess). Bother changes could help Woodworking a bit. I also think it might not be a bad idea to nerf E-bow/Vali's Bow's Delay a bit to 600. This would pretty much 1 second to it's delay which kind of helps other bows(which are largely replaced by this one item).
              Last edited by Legal Fish; 04-27-2007, 02:13 PM.
              Read my blog.
              ffxibrp.livejournal.com
              Currently: Entry #32, August 31/07.
              Entry 32: Death to Castro

              Comment


              • #22
                Re: Will SE give crafters some kind of preferred crafter bonus at their shops?

                Okay now... one final post on this. I'm sure you guys are quite sick of seeing my huge posts.

                To make something clear: For tests, you'll need to craft the item yourself. For Guild Points, that won't be necessary. For Tenshodo points also, the items will need to be self-crafted.

                As mentioned above, Tenshodo Points can be spent on buying/upgrading storage space(let's call it Tenshodo Warehouse for kicks), keeping it up with a fee, and buying Recipes.

                To start a contract with the Tenshodo, you would first have to talk with a NPC at their Jeuno HQ. This is pretty similar to a Guild Point contract, but you are not limited to a guild. The only requirement is be a Novice(28 Skill). Each Guild has it's own points and you can raise points from each one at the same time.

                After signing up initially, a NPC located at the Guild will handle everything.

                You trade an item you crafted to the NPC located at the Guild, he accepts it and rewards you Tenshodo points and gil.

                The gil would be much higher amount than what people would normally expect from a NPC. The amount given is based on the quality of the item(NQ / HQ), the materials, and the skill required to make it.

                [Gil numbers listed here are practically thrown from the top of my head, they are not meant to represent the current situation]

                For something like a Leather Bandana, the gil reward would be in range of what the guild NPC would buy it for: 400-2000 gil. How SE would decide this I'm not quite sure, but maybe they could track the total amount of gil in the server and make it proportional to that. I could make this post twice longer than it should already will be by explaining different ways they could scale the gil reward, but let's just forget it.

                For very rare items like Scorpion Harness the gil reward would be as high as 300,000 gil(maybe with a cap of 600,000 gil). I imagine an HQ Scorpion Harness gil reward would be as high as 1,500,00 gil(maybe with a cap of 4,000,000 gil). That's a lot of gil to be created, but if players can't get more than that on the AH market then the system needs that much gil to be made.

                To prevent too much gil from being created from one player caps should be put into place: Mind you getting this much gil in the first place would be quite hard for someone.

                After you pass the cap, you are no longer rewarded gil, but you continue to receive Tenshodo points. If trading a single item would push you over the cap, then you can trade that item, but no one ones. (so just one item a day worth 150,000 gil or more if you are a Novice, and you can't trade it after trading in 149,999 gil worth of items for example)

                Novice-Craftsmen: 150,000 gil
                Artisan: 300,000 gil
                Adept: 400,000 gil
                Vetern: 500,000 gil
                98+ Base Skill: 750,000 gil

                [The cap is shared among all guilds]

                Tenshodo Points given is based on much of the above. I don't want to get into math, so how many points you get per item I won't list.

                With Tenshodo Points you are given the following options:

                -Storage Space Fee (Must pay this in order to keep your Storage open)
                -Storage Space Upgrade (Must pay this in order to increase the size)
                -Materials
                -Recipes

                For buying Storage Space, you can use any set of Guild Points you've collected from any craft. So if you traded in some Bonecrafting stuff while your main is mostly a Clothcrafter, you can use the Tenshodo Points from your Bonecrafting to pay the fee of your Storage.

                Recipes are only available to the Guild you currently have an "official" contract to. If you switch this contract, all recipes you know are erased, much like Guild Points. I talked about Recipe Points in the previous post.

                Rare/ex Materials would be handled quite simply... their cost would be based on the idea that for every 3, 5, 10, or 12 items(based on the item) you trade, you'll get one free synth in return(for 100% profit from NPC or AH).

                In the beginning players will only have access to basic materials, like Sheepskin and Colored Rocks. The list opens up as they raise in Skill Rank and as they trade more and more items(both are required to progress). Veterans will be able to buy things like Elemental Ores and V. Claws, among other HNM drops.



                Now what would be the effect of having crafters having so much gil? They'll buy materials from HNMs, HELM, BCNMs, and ect... along with drops that can be upgraded into Enchantment items. The gil they created goes into the hands of your non-crafters, who will then use it buy items that the crafters made. It's a perfect circle.

                If SE continues to ban RMT at the rate they do, inflation won't ever become a problem, even if the RMT begin to use this NPC system.


                One last thing: Undercutters.

                The AH should have an anti-flood system that hurts undercutters. First, we'd need to break items into four types:

                Rare (BCNM, NM, high-value crafting materials/drops)
                Uncommon (Average crafted gear)
                Common (Most consumables)
                Very Common (Very, very common consumables like Ninjetsu and Crystals)

                [For stacking items: Singles are usually 1 tier below their stacked versions... a stack of Sushi might be Common, but a Single will be "very common"]

                When a certain amount of items are put up on the auction house, undercutting will cause the tax to increase. How much is needed to activate this is based on the time type:

                Rare (6 items)
                Uncommon (12 items)
                Common (20 items)
                Very Common (30 items)

                After the "anti-flood" system activates, an "average" gil price is factored from the most recent sells in the Price History. When an item goes below that much by a certain amount, the AH Tax raises. Let's say a flat 5% increase, which can become higher if(climbing 1-2% at a time) if the person wants to put it for even lower.

                Items with an incomplete Price History are not effected by this. As is an outdated Price History... sells older than 3 months will be ignored.

                The system would also be self-correcting. If a Rare item is constantly finding itself flooded, it will slowly convert itself into a Uncommon item. However, this wouldn't happen with stacking items(if a certain type of stack of food never sells, it won't change from Common to Uncommon).

                This wouldn't effect 80% of the sells on the AH, as there usually isn't that many items up in the first place for those items. It would put a counter mass RMT production and if worse came to worse, people could use other AHs(the three towns) if they found Aht Urhgan/Jeuno/Stronghold's was too flooded.
                --This wouldn't be a crafting change, but getting people back to the three main towns would be a good idea.

                One last RMT nerf: You can only sell 12 of one type of item a day on the AH. Stacks are considered one-item in this fashion. GMs should begin watching players who use multiple accounts(not characters, accounts) to put up the same items. I'm not saying this should be a bannable offense, just GMs to watch out for those guys and see where their money is going.

                And... I'm done.

                EDIT: Oh yeah...

                Something I mentioned awhile ago for crafters:

                The materials dropped in Dynamis have synths that lead to items that rare or no use. http://wiki.ffxiclopedia.org/Haggleblix he sells what I'm talking about.

                It would be cool if you trade the finished results for Currency. To keep it simple, just have it at the rate you would normally have to buy these with 100 Pieces, maybe with some reduction.. so a Wootz Ignot would net you 15 Currency.

                This let's crafters take part more in the end-game and helps out those future Relic wielders who leveled a craft for it.
                Last edited by Legal Fish; 04-27-2007, 05:47 PM.
                Read my blog.
                ffxibrp.livejournal.com
                Currently: Entry #32, August 31/07.
                Entry 32: Death to Castro

                Comment

                Working...
                X