Valkurm Emperor, on 07 October 2010 - 03:37 PM, said:
While I agree with most of what you said, all of you, but it seems i'm the only one liking the game as it is now more than the rest of you, of course I want them to fix all what u mentioned, but i'm not paying attention to any of that, since obviously the real release date will be @ the PS3 version launch, all i'm thinking of is the need to get rich asap hehe...
and,, WHERE ARE MY NPC GOBLINS? o.O
and,, WHERE ARE MY NPC GOBLINS? o.O
Moblins are common in LL behest. And Orc like things (with large horns and long tails) are in caves of Ul Dah.
As I listed the above problems I made sure not to nitpick as I consider every single one of them to major in the sense that it NEEDs to be fixed or addressed.
If I were to truly start nit picking at the design I would say that the game lacks overall direction.
A game designed for the casual audience should provide a quest driven tutorial from the moment you embark until you are comfortably set in your progression. Ironically they have tremendous amount of experience in this department via single player Final Fantasy games and yet they leave things too open ended.
I believe while crafting has in theory gotten more compelx what has really happened is that crafting has become more atomic.
Lets imagine for a second the following:
Your're someone who's creating a body piece for via armor craft. This is your prime profession and lets pretend you have no sub jobs. Your goal is to make profit on this body piece so your trying to determine what your profit margin should be or if one even exists. This imploys you the use of a cloth craft who can't make his ingredient without a front and back piece, and to make those he requires leather and smithing. Smithers might require further assistance of miners. So lets unwind.
The miner who finds his ore after about an hour of searching and having a budget supported by gathering leve rewards of about 40k decides to charge 1k per ore and also sells shards at a very low 100per. But mind you by the time we're through we'll have used almost 100 shards for the all the individual synths and several accounts of ore. The smither then wishes to make some profit on his buckle, which after all he spent sometime to lvl his craft and found the ingredients and paid the markup cost. Lets say he charges a 10% markup. This continues 4 times over each time the costs becoming almost exponential. By the time we come back to our original body piece craft we realize that we are now forced to charge an amount that the consumer (a lonely adventure) more then he's willing to pay.
With out getting into more complex financing it's pretty clear that this simply isn't a stable system and that while making things more atomic seems lucrative in the end the road to success is only paved for the elite who manage to climb over the gil of the fallen (pretty imagery I know).

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