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The economy is grinding to a haltFollow

#52 Dec 30 2013 at 2:46 PM Rating: Excellent
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XI's AH system won't change undercutting at all. Any alchemist who dared to make money with the craft could tell you that. :(

No, for prices to go up, we need demand. Without crafted gear more readily matching or even beating dungeon counterparts, gear sales will stagnate in endgame and as more people hit 50. Furniture's a joke for obvious reasons. Materia suffers in part due to the earlier mentioned gear gap. Food arguably isn't good enough to really make people want to buy it and see performance jumps. Meds simply suffer from cooldown-itis. Things with 60s+ timers just aren't going to be used often, if not overlooked entirely.

Address all that without snubbing players just to spite RMT and maybe things will get moving a bit. Accessibility is key. Fair difficulty in acquisition is fine. Terrible RNG, excessive grinds, and awful cooldowns aren't so much. "But that's how MMOs make their money!" kind of thinking some subscribe to in defense of that is what exactly gets us into this mess. The pressure needs to be on the devs to create content we can enjoy, not on the players just so they can possibly enjoy the content they do get.
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#53 Dec 30 2013 at 3:31 PM Rating: Excellent
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Terrible RNG, excessive grinds, and awful cooldowns aren't so much. "But that's how MMOs make their money!" kind of thinking some subscribe to in defense of that is what exactly gets us into this mess.


The problem is that if making money is really easy, then everyone will do it, and we're right back where we started.

For demand to occur, there needs to be some kind of control on the market. SE could unveil a new endgame armor set that's made from melding old furniture with materia, but without nerfing materia drop rates or doing something to make these sets extremely difficult to craft, then the economic boost would be very short lived.

The bigger issue with MMO economies is that people nowadays just rush to endgame. During the glory days of FFXI, a lot of economic prosperity happened through the low and mid levels with gear crafting, gardening, etc. People breeze through levels too quickly in this game, and too much gear is gained through questing. Also, because crafting is so easy, the market is pretty flooded with gear. Everyone can craft without much trouble, so there's no real exclusivity about being a producer of goods.

I'm hoping that eventually when the level cap goes up, there will be restrictions on how many crafting classes a person can take to cap. I think that kind of change might help.
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#54 Dec 30 2013 at 3:43 PM Rating: Decent
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Thayos wrote:
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The bigger issue with MMO economies is that people nowadays just rush to endgame. During the glory days of FFXI, a lot of economic prosperity happened through the low and mid levels with gear crafting, gardening, etc. People breeze through levels too quickly in this game, and too much gear is gained through questing. Also, because crafting is so easy, the market is pretty flooded with gear. Everyone can craft without much trouble, so there's no real exclusivity about being a producer of goods.

I'm hoping that eventually when the level cap goes up, there will be restrictions on how many crafting classes a person can take to cap. I think that kind of change might help.


I agree with that for sure.. I think it lead to allot of the problems in this game. It was just too easy to go to 50 and when people could do it in weeks,.
It is also the problem with crafting 0 to 50 is too easy. Dont get me wrong the crafting in this game is far, far, far better than FFXI but it is too easy. So you have to many people fully leveled to 50 and more people crafting because it is easier. Fact that is fun also means more people do it creating more competition for sellers.

Another issues is low level dungeons are so easy and the gear is better too many people do them for gear. Why buy gear when I can get it for free running an easy dungeon plus make a little gill and lots of exp.



Edited, Dec 30th 2013 4:44pm by Nashred
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#55 Dec 30 2013 at 5:48 PM Rating: Decent
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Thayos wrote:
I'm hoping that eventually when the level cap goes up, there will be restrictions on how many crafting classes a person can take to cap. I think that kind of change might help.

The ability for players to do and be anything with no limitations is going to hurt the economy. You disagreed with me the last time I stated that, but I see you've changed tune. Not really here to gloat, just curious why you see it my way now...

Anyway, XI was definitely a different beast. I had no issues spending hard earned gil on a piece of gear in that game because I knew it was going to last quite a while, if not throughout my career. Battles lasted long enough that the effects of gear were felt pretty much every pull. XIV on the other hand, you could upgrade gear in a matter of minutes through questing. You also had the option to completely ignore gear upgrades since most people spam FATEs for EXP and gear counts little toward you or your groups contribution.

SE really needs to stop and think of the repercussions of their game mechanics. It seems they are happy to adapt ideas from other games, but with no foresight into how it will impact XIV specifically; other than the fact that it's a feature that is popular with the players.
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#56 Dec 30 2013 at 5:59 PM Rating: Excellent
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You disagreed with me the last time I stated that, but I see you've changed tune.


Battle classes are fine with everyone able to do anything... in fact, that would help the economy.

As for crafting classes, I like the idea of everyone being able to do everything, but clearly it's not helping the economy with the game designed as it is. I think the real problem is that crafting is too easy and accessible AND everyone can do everything. In FFXI, crafting was expensive as hell, and therefore not easily accessible unless you were willing to go out and farm materials yourself... which was very slow, considering that game didn't have point-and-click travel and super quick kills (and super low drop rates).

If crafting were easy and accessible BUT people had limits, or if everyone could do everything BUT crafting was very difficult to get into, then I think the economy would be better off.
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#57 Dec 30 2013 at 7:19 PM Rating: Decent
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Crafting is far far far too easy in XIV which has caused a lot of people to have all crafts capped which means they never need the market boards at all because they can easily spend an hour gather all the mats they need and HQ the item 100% of the time.

True story I levelled Culinary right before the patch from 15-50 without once synthing. I did it at a meager loss of 19k. By buying what I needed off MB and turning it in and then buying NQ version when the leve gave a decent profit per/item or had huge shard reward which I then flipped on the MB to keep the cost down for what I was doing.

it took me 78 leves or something like that too do it...but NO WAY should you be able to not craft at all and level a craft to cap. This to me is why I preferred FFXI crafting system even though it was fustrating as heck...I had to earn it.
#58 Dec 30 2013 at 7:36 PM Rating: Excellent
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I think it's fine to have access to all the pricing. However, there should also be a reputation system easily accessible on mouseover.

"Aha, 50 people have bought Nashred's stuff and liked it. It's selling for the same price as "Iwanttosellcheapstuff"'s but _that_ retainer has 0 likes."

A rudimentary sorting system could then put the retainer with the highest number of likes first and I could then choose to buy the cheapest goods or the most well-liked crafters' stuff.

Even if that's for some reason an unacceptable solution, I'd argue it's still better than the present situation, where undercutters simply glom together at the top of the market listings and there's no way to tell who started the undercutting, who the "reputable" retainer is, or how many felt bilauds the crafter has made and sold in her/his career. If crafting is going to be a viable career option in game, there need to be tools- just like ilvl for adventurers- to denote quality and integrity.
#59 Dec 30 2013 at 7:36 PM Rating: Excellent
Yeah it's a little late now... but if they'd removed crafting leves from the game, then the economy would be much healthier right now.
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#60 Dec 30 2013 at 7:44 PM Rating: Decent
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Thayos wrote:
Quote:
You disagreed with me the last time I stated that, but I see you've changed tune.


As for crafting classes, I like the idea of everyone being able to do everything, but clearly it's not helping the economy with the game designed as it is. I think the real problem is that crafting is too easy and accessible AND everyone can do everything.


The point I was making back in September, almost verbatim. I wonder if Hitome still disagrees so strongly...
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#61 Dec 31 2013 at 12:32 AM Rating: Excellent
Yikes... I put up a materia on the market board less on Wednesday or Thursday for 36k, which was the LOW end of the sales history at that point... just noticed it hadn't sold. Checked prices, and now it's selling for 17k at the low end. :O

This time, I put mine up for 16k. I hate undercutting, but in this case, NOT undercutting just cost me around 16k.
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#62 Dec 31 2013 at 12:45 AM Rating: Good
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Thayos wrote:
Quote:
You disagreed with me the last time I stated that, but I see you've changed tune.

As for crafting classes, I like the idea of everyone being able to do everything, but clearly it's not helping the economy with the game designed as it is. I think the real problem is that crafting is too easy and accessible AND everyone can do everything. In FFXI, crafting was expensive as hell, and therefore not easily accessible unless you were willing to go out and farm materials yourself... which was very slow, considering that game didn't have point-and-click travel and super quick kills (and super low drop rates).

If crafting were easy and accessible BUT people had limits, or if everyone could do everything BUT crafting was very difficult to get into, then I think the economy would be better off.

The problem that I have with being able to do every craft to the cap is the way they all synergize thanks to cross class abilities. If you're a lvl 50 Leathercrafter and that's your only craft, you are at a huge disadvantage to someone who is lvl 50 in all crafts. And it has nothing to do with the fact that the all-50 crafter can make his own intermediate crafting materials. It's the fact that the all-50 crafter can HQ the most difficult recipes consistently at a fraction of the cost by using only NQ materials, while a single-50 crafter may have difficulty HQing difficult recipes with even HQ materials.

The system not only allows crafters to level every single craft to cap, it encourages it, nearly to the point of requiring it.
#63 Dec 31 2013 at 4:35 AM Rating: Good
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Thayos wrote:
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Terrible RNG, excessive grinds, and awful cooldowns aren't so much. "But that's how MMOs make their money!" kind of thinking some subscribe to in defense of that is what exactly gets us into this mess.


The problem is that if making money is really easy, then everyone will do it, and we're right back where we started.

This is ultimately where the middle ground between grinding your *** off and the proverbial "you just want stuff handed to you!" needs to be found. Ultimately, when I say something like a resource needs to be accessible to everyone, I mean it shouldn't be locked behind HNMs or 1% drop rates. Philo mats could be likened to as an okay example here, but we're also lacking an open-world counterpart. GC seals could serve this purpose, but I can understand wanting to expand open world endgame beyond FATEs, too.

But let's say SE did make a new synth that needed 3 different items from a new GC pool. To get each item, you'll probably have to spend 3-5 hours, resulting in 9-15 hours of time spent just to initiate the synth. If it's difficulty is high enough, current HQ methods could also be more difficult, giving an added value to the HQs that do happen. Nonetheless, from the crafter perspective, you'll need to ask yourself if it's more time economical to buy the ingredients others produce or to farm them the old fashioned way. From here, it's a matter of the sellers being responsible and not overvaluing the end product while also not undercutting under its production costs with delusions like, "I farmed it, so it's really free!" Anything over 315% of production cost is really just being greedy. Anything under 115% of production costs is really just a waste of time for the crafter due to AH fees. The 200% gap is to give the crafter some wiggle room to buy ingredients from others, thus stimulating gil exchange, to profit, and of course deal with competition. The closer one gets to that 115%, the more supply is exceeding demand.

But let's take this a step further. Let's say we get a bunch of new armor sets broken down into the usual class groupings. When melded in a specific manner, SBing those and converting them will create unique material you can't get normally. For example, let's say you break down a BLM piece that had INT, VIT, PIE, Crit, and ACC. You now get a new piece of materia with all those stats in a smaller dose, but something flavored to BLM like "Reduces Fire MP Cost by 15%" or "Thunder now hits everything in a 10 Yalm Radius" type of deal. Suddenly people will be chomping through base materia to get these newer ones which also make crafted gear really good. Of course, this isn't to say dungeon gear couldn't get these flavor mods, but I do believe they should be lesser potency to keep the crafting economy stronger. And as long as SE is diligent about adding new events and new level/gear tiers, this progress of growth will repeat every time.

So, while I won't profess it the perfect solution, it's an attempt. Too many MMOs simply **** on their own economies with dungeon drop superiority and it outright baffles me as to why.
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#64 Dec 31 2013 at 8:22 AM Rating: Good
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Thayos wrote:
Quote:
Terrible RNG, excessive grinds, and awful cooldowns aren't so much. "But that's how MMOs make their money!" kind of thinking some subscribe to in defense of that is what exactly gets us into this mess.


The problem is that if making money is really easy, then everyone will do it, and we're right back where we started.

For demand to occur, there needs to be some kind of control on the market. SE could unveil a new endgame armor set that's made from melding old furniture with materia, but without nerfing materia drop rates or doing something to make these sets extremely difficult to craft, then the economic boost would be very short lived.

The bigger issue with MMO economies is that people nowadays just rush to endgame. During the glory days of FFXI, a lot of economic prosperity happened through the low and mid levels with gear crafting, gardening, etc. People breeze through levels too quickly in this game, and too much gear is gained through questing. Also, because crafting is so easy, the market is pretty flooded with gear. Everyone can craft without much trouble, so there's no real exclusivity about being a producer of goods.

I'm hoping that eventually when the level cap goes up, there will be restrictions on how many crafting classes a person can take to cap. I think that kind of change might help.


I'm still waiting for them to do what they said regarding crafted gear: Make key materials drop in dungeons. They did this a tiny bit with WP and Relic base items but there is literally no incentive to HQ a relic base weapon.
#65 Dec 31 2013 at 9:09 AM Rating: Default
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Besides the market board being a piece it is pretty simple supply and demand.
No demand because of dungeon drops.
Oversupply because crafting is so easy most everyone is leveling multiple crafts to cap.

In FFXI it was hard to find many people even with one craft capped. It also wasn't possible to cap all crafts they didn't allow it. So you picked one craft you are good at or enjoyed. allowing you to only have one craft capped would slow supply greatly for higher level gear etc.





Edited, Dec 31st 2013 10:10am by Nashred
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#66 Dec 31 2013 at 11:07 AM Rating: Excellent
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svlyons wrote:

The problem that I have with being able to do every craft to the cap is the way they all synergize thanks to cross class abilities. If you're a lvl 50 Leathercrafter and that's your only craft, you are at a huge disadvantage to someone who is lvl 50 in all crafts. And it has nothing to do with the fact that the all-50 crafter can make his own intermediate crafting materials. It's the fact that the all-50 crafter can HQ the most difficult recipes consistently at a fraction of the cost by using only NQ materials, while a single-50 crafter may have difficulty HQing difficult recipes with even HQ materials.

The system not only allows crafters to level every single craft to cap, it encourages it, nearly to the point of requiring it.


A big problem is that those who have lvl 50 in all crafts are able to buy patrician's / dodore set and meld it so that it is the only piece that he/she will need to use to craft from all classes. While I have the patrician's set and love it (even though it is not fully melded) I can literally craft anything for any class in which I am level 50. It makes things really easy, and I can imagine that with all the others out there that have it too, it causes a market saturation.

Let is not forget that we are in a situation where many of the people playing this game are hoarding cash to spend on housing, and the lvl 80 armor from CT have literally blown Vanya out of the water. Smiley: nod I made an astral choker, cost me about 125k. (Back when it required double the base materials, it sold for as much as 700k.) So, with the new recipe I put it up for 130k. Now its selling at the bottom of the stack for 85k. Sad face. Smiley: frown Once more people have houses, the market will become restimulated. The lack of sales of normal goods are directly affected by these exorbant housing prices. I'm not spending money like I once would. I asked myself why that is... I came down with the following answers:

1. Not sure I can make the money back as effectively.
2. Three times harder to make a dollar because others are not buying because they are feeling the same way.
3. Realizing that FC housing is so expensive makes me want to start saving for personal housing right now.
4. My level 50 needs literally nothing from the market.
5. My level 30 is using GC items, because I'm not trying to convert my gear anymore because materia doesnt cost all that much since CT gear has ruined lvl 70 crafted gear. I'm not buying gear.
6. I'm not spending a crapton on food because it stays after my people wipe to Leroy. Not buying food as much.
7. PVP gear has stopped selling because everyone hates jumping summoners. I'm not buying that PVP stuff right now. Plus I couldnt really feel the effect that increased morale had over the terrible loss of INT I received when transitioning from my allagan gear to the HQ PVP gear I crafted. Felt like my controls were alwasy unresponsive in there when I tried to cast anything that wasnt swiftcasted. And the damn preparation time is 3x longer than the actual battle. Super annoying. I am not PVPing.
8. I would take advantage of the low low prices on potash and peacock ore, but the prices are still not low enough and the demand on those lvl 70 crafted items is dropping, and I will most definitely lose money going that route. Not buying philosophy tome-bought materials.
9. Prices on IV materias are really low. Why do I care now about spiritbonding my crafting gear? Whats the incentive to buy lvl 50 craft gear to meld when I could buy cheaper stuff at lower levels to convert for nearly the same probability? So Im sticking with my patricians set.
10. Many folks, including myself, have hit level 50 on most of their crafts, or are comfortable where they are and have moved on to all the cool battle stuff there is to do. Or they are leveling their gathering class to get treasure chests to try for those rare items we need to make the really expensive furniture pieces like the gargoyle statue or the demon wall. There are simply less people crafting so less raw materials are needed. And leves dont give as much for HQ, so I have no need to buy up the HQ stock for my triple leve. So I have little incentive to buy for my crafting. Now I can buy a bundle of shards for 6 gil a piece, buy a ton of one cheap abundant raw mats, and thanks to the increase in xp for autocrafting, just auto bust out 99, go do laundry and come out a level higher at a fraction of the cost. Smiley: disappointed
11. Every formerly rare commodity provided from farming a mob (fleece, etc) is no longer rare due to increased drops. And the items that I would make from those commodities are not selling at the end product. I dont need to buy them because even at the low prices I can not make profit.
12. I'm not buying furniture cause my FC lacks a house.
13. I'm not buying materia because I'm not buying Vanya to slot.

On an unrelated note, I'm still wondering what the hell everyone is doing out in Costa gathering eggs with Apkallu's spawning up their butts. I'm not buying Apkallu Eggs. Pretty sure it is for a recipe, but it can't be selling as often since it doesn't disappear with death.

Seems truly odd that it is so easy in comparison to craft and sell a two star item, yet for the amount of work it requries to get a luminary item, the luminary (while asthetically cool hanging off your back) is only marginally statistically better than the AF tool (reduces gear wear), and that is only after 2.1. The luminary items should be of Lu Shang's significance and magnificence. Considering I had to craft 3000 level 41-50 gsm items and 1500 level 31-40 gsm items (among other lower level stuff) in order to get my gavel, it should have done more for me. I would have taken a few extra CP, craftsmanship, or control. It was easier to get my relic +1 (zenith). Smiley: glare

Edited, Dec 31st 2013 11:14am by Valkayree
#67 Dec 31 2013 at 11:48 AM Rating: Excellent
Apkallu Eggs are used for Deviled Eggs and La Noscean Toast, the most efficient means of leveling from 45-50 for cooking, as well as some of the level 50 quest recipes. I had to go and farm a dozen of the damn eggs myself because they get snapped up so fast by other crafters. HQ Apkallu Eggs are worth their weight in gold.
#68 Dec 31 2013 at 12:54 PM Rating: Excellent
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It's for Devilled Eggs and Omelettes. The down is used in a couple new recipes too.

As for the rest of your post: I still make a killing off of materia.

I have WVR, GSM, and ALC all in AF gear, and the rest in unmelded Patrician's. When I want to make a new set of AF, I convert a couple sets of Patrician's/Electrum, and make it myself and slot it without spending anything.

As far as the CT stuff killing the i70 crafted pieces, you're right to a point. Since you can only get one a week, it's not so bad, but it's definitely not worth nearly as much. In my mind, the issue is people think that crafting is designed to make you money, when in reality it's designed to save you money ;)
#69 Dec 31 2013 at 1:48 PM Rating: Excellent
Gathering and fishing, on the other hand, can make you a crapton of money if you're smart about it Smiley: laugh
#70 Dec 31 2013 at 2:25 PM Rating: Excellent
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Quote:
Gathering and fishing, on the other hand, can make you a crapton of money if you're smart about it Smiley: laugh


Not like it was a month ago though or even before that. When i leveled botany i could make 200k-500k easy in one day. Get mats put on AH, next day collect money. I'm working on GSM so I decided to level mining to 50 first, now its collect mats, put on AH, next day drop price by 1/2 cause of undercutting and you have excess and need to sell it. Next day drop price again till it just feels like its not worth putting in the time.

You want to watch something interesting, get on Miner, even lvl 1 will work. Go outside Uldah and stand on the a node where you can see other nodes. This is what happens on my server:

Invisible miner instantly jumps from node to node hitting it 1 time, the time it takes me to finish 4 hits on a node the invisible person has hit each one 2-3 times. I'm sure this is how shards are selling for almost nothing and they are in stacks of thousands.

I did report it, got a generic response about investigating it. Same bots are still out there 2 weeks later. Every once in a while they have to start their program over and you can see the person doing it. If SE really cared a GM would be dispatched within a few hours to watch it for themselves and ban the bots and plug the holes.
#71 Dec 31 2013 at 2:45 PM Rating: Decent
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I tried reporting those bots, and never even got a canned response. SE doesn't care enough to do anything about it.

Prandiol wrote:
I think it's fine to have access to all the pricing. However, there should also be a reputation system easily accessible on mouseover.

"Aha, 50 people have bought Nashred's stuff and liked it. It's selling for the same price as "Iwanttosellcheapstuff"'s but _that_ retainer has 0 likes."

A rudimentary sorting system could then put the retainer with the highest number of likes first and I could then choose to buy the cheapest goods or the most well-liked crafters' stuff.


I can think of a half a dozen ways this could be abused to hell and back.

Edited, Dec 31st 2013 3:50pm by Turin
#72 Dec 31 2013 at 10:24 PM Rating: Good
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Demand is the issue and where do you deliver that demand in the current systems? Leveling, Materia, End-game gap equipment? The easiest thing to tackle would be to make materia worth-while on lower synths: ***** the stat cap to a certain extent, you can't modify armor values and maybe you block out primary stats...but you can allow materia to be worthwhile on a broader scope of gear. Add to that an NPC that will meld open slots for a fee and allow PCs to overmeld other people's gear. In reality, how broken is a a level 15 player with +30 crit when they can't get enough VIT to survive the next dungeon? Naturally there are holes to poke in this, but if you make materia more accessible you'll end up adding value to the entirety of the economy. Hell make +SB food!

In excess of this allow for combining of lower-level materia to the next tier: 4 vit I's combine into 1 vit II or the like. Muddle with the numbers, I'm not concerned by accuracy: the point is, if you make lower-tier materials more worthwhile you benefit the entire scheme.
#73 Jan 02 2014 at 9:42 AM Rating: Decent
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Shiener wrote:
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Gathering and fishing, on the other hand, can make you a crapton of money if you're smart about it Smiley: laugh


Not like it was a month ago though or even before that. When i leveled botany i could make 200k-500k easy in one day. Get mats put on AH, next day collect money. I'm working on GSM so I decided to level mining to 50 first, now its collect mats, put on AH, next day drop price by 1/2 cause of undercutting and you have excess and need to sell it. Next day drop price again till it just feels like its not worth putting in the time.

You want to watch something interesting, get on Miner, even lvl 1 will work. Go outside Uldah and stand on the a node where you can see other nodes. This is what happens on my server:

Invisible miner instantly jumps from node to node hitting it 1 time, the time it takes me to finish 4 hits on a node the invisible person has hit each one 2-3 times. I'm sure this is how shards are selling for almost nothing and they are in stacks of thousands.

I did report it, got a generic response about investigating it. Same bots are still out there 2 weeks later. Every once in a while they have to start their program over and you can see the person doing it. If SE really cared a GM would be dispatched within a few hours to watch it for themselves and ban the bots and plug the holes.



I know it is insane.. I was in a area mining where there were at least 3 or more bots mining.. Two I could not see, just saw the nodes getting hit, I think they move below the map somehow. I saw another stuck at a node not invisible... This is the kind of stuff that can kill a game.. I need money and right now I have no idea what to do.. What mats bought with tomes sell I have a ton of tomes I can not use. LOL..

Edited, Jan 2nd 2014 10:45am by Nashred
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#74 Jan 02 2014 at 10:02 AM Rating: Good
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Nashred wrote:
Shiener wrote:
Quote:
Gathering and fishing, on the other hand, can make you a crapton of money if you're smart about it Smiley: laugh


Not like it was a month ago though or even before that. When i leveled botany i could make 200k-500k easy in one day. Get mats put on AH, next day collect money. I'm working on GSM so I decided to level mining to 50 first, now its collect mats, put on AH, next day drop price by 1/2 cause of undercutting and you have excess and need to sell it. Next day drop price again till it just feels like its not worth putting in the time.

You want to watch something interesting, get on Miner, even lvl 1 will work. Go outside Uldah and stand on the a node where you can see other nodes. This is what happens on my server:

Invisible miner instantly jumps from node to node hitting it 1 time, the time it takes me to finish 4 hits on a node the invisible person has hit each one 2-3 times. I'm sure this is how shards are selling for almost nothing and they are in stacks of thousands.

I did report it, got a generic response about investigating it. Same bots are still out there 2 weeks later. Every once in a while they have to start their program over and you can see the person doing it. If SE really cared a GM would be dispatched within a few hours to watch it for themselves and ban the bots and plug the holes.



I know it is insane.. I was in a area mining where there were at least 3 or more bots mining.. Two I could not see, just saw the nodes getting hit, I think they move below the map somehow. I saw another stuck at a node not invisible... This is the kind of stuff that can kill a game.. I need money and right now I have no idea what to do.. What mats bought with tomes sell I have a ton of tomes I can not use. LOL..

Edited, Jan 2nd 2014 10:45am by Nashred


You need potash for Vanya, Peacock ore for Jewelry, animal fat for leather. They move, but the price has dropped considerably. Those would be a few you could check.

Edited, Jan 2nd 2014 8:02am by LebargeX
#75 Jan 02 2014 at 12:50 PM Rating: Decent
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LebargeX wrote:
Nashred wrote:
Shiener wrote:
Quote:
Gathering and fishing, on the other hand, can make you a crapton of money if you're smart about it Smiley: laugh


Not like it was a month ago though or even before that. When i leveled botany i could make 200k-500k easy in one day. Get mats put on AH, next day collect money. I'm working on GSM so I decided to level mining to 50 first, now its collect mats, put on AH, next day drop price by 1/2 cause of undercutting and you have excess and need to sell it. Next day drop price again till it just feels like its not worth putting in the time.

You want to watch something interesting, get on Miner, even lvl 1 will work. Go outside Uldah and stand on the a node where you can see other nodes. This is what happens on my server:

Invisible miner instantly jumps from node to node hitting it 1 time, the time it takes me to finish 4 hits on a node the invisible person has hit each one 2-3 times. I'm sure this is how shards are selling for almost nothing and they are in stacks of thousands.

I did report it, got a generic response about investigating it. Same bots are still out there 2 weeks later. Every once in a while they have to start their program over and you can see the person doing it. If SE really cared a GM would be dispatched within a few hours to watch it for themselves and ban the bots and plug the holes.



I know it is insane.. I was in a area mining where there were at least 3 or more bots mining.. Two I could not see, just saw the nodes getting hit, I think they move below the map somehow. I saw another stuck at a node not invisible... This is the kind of stuff that can kill a game.. I need money and right now I have no idea what to do.. What mats bought with tomes sell I have a ton of tomes I can not use. LOL..

Edited, Jan 2nd 2014 10:45am by Nashred


You need potash for Vanya, Peacock ore for Jewelry, animal fat for leather. They move, but the price has dropped considerably. Those would be a few you could check.

Edited, Jan 2nd 2014 8:02am by LebargeX



Thank you..
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