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Old 05-13-2008, 05:26 PM   #31
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

People complain about stupid stuff all the time.
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Old 05-13-2008, 05:27 PM   #32
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

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People complain about stupid stuff all the time.
Like your face?

(Couldn't resist)
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Actually, there's nothing amazing about that, I suppose.
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Old 05-13-2008, 05:40 PM   #33
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

I do receive a lot of complaints about it.
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Old 05-13-2008, 05:57 PM   #34
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

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Like your face?

(Couldn't resist)
The fact that that was your 2,000th post makes it all the more funny.
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Old 05-13-2008, 06:12 PM   #35
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

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The fact that that was your 2,000th post makes it all the more funny.
Fucking sweet! New title and everything.
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Quote:
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Aksannyi's Nyzul Advice: "Oh, it's easy, just grab a couple of relic holders and an EBody WAR!"
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Originally Posted by Feba View Post
amazingly enough, aksannyi beat 16 pages worth of Sev humour in a single post.

Actually, there's nothing amazing about that, I suppose.
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Old 05-13-2008, 06:58 PM   #36
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

Rather than bitching about how higher HQ rates will F things up (I think it's an incredibly good thing) how about focusing on how to undo the nerfs SE did on resource gathering without allowing RMT to abuse it (like how I previously proposed expanding the crafting skills to including mining, logging harvesting and excavating)


I'd like to see something done to make crafting profitable again not just from HQ's. I'm not a retard, I know that'll be hard but I think SE can do it.
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Old 05-13-2008, 11:26 PM   #37
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

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Rather than bitching about how higher HQ rates will F things up (I think it's an incredibly good thing) how about focusing on how to undo the nerfs SE did on resource gathering without allowing RMT to abuse it (like how I previously proposed expanding the crafting skills to including mining, logging harvesting and excavating)
In other words, you want more HQ complaints instead of the every day NQ ones?
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Old 05-14-2008, 07:05 AM   #38
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)



No, I mean rather than complaining how increased HQ rates will suck for making money, how about finding constructive ways of solving the problem of not being able to make money on NQ's as well.


Crafting started off pretty damn good if you ask me, when I was generally able to turn a profit on most of the items I was skilling up on regardless of HQ/NQ.
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Old 05-14-2008, 08:04 AM   #39
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

Anything that makes crafting less of a bullshit grind and helps stabalize the economy (as opposed the the system RMT/established crafters presently enjoy and benefit from) its a step forward in my book.

SE has some sneaky ways of throwing economic controls into the game, this is the first time I've actually seen them admit it was in thier intentions, though.
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Old 05-14-2008, 11:04 AM   #40
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

In case anyone still had any doubts, the crappy English translation has been changed:
Quote:
While using these items, you will not be able to create an HQ item, but you will receive an overall success rate bonus for synthesis.
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Old 05-14-2008, 02:28 PM   #41
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

Okay, that still doesn't address their opening statement though of HQ's being frustrating (and they are)


BAH! This is all well and good (particularly for the more expensive synths X.x) but I really was hoping for increased HQ rates...

I mean, the entire article doesn't make any sense now. It did before, since higher HQ rate = more affordable consumables etc (since there are more of them on the market) but now they've changed it to skill up rates so.... what? They expecting people to go on mass skill up sessions now? Is that what they mean by making items more affordable?


God damn it I want shuriken, ammo and nin tools to be more accessible ><; NIN/BLM is such a cool job combo but dear lord it's expensive.
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Old 05-14-2008, 03:03 PM   #42
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

This is better for crafters in most cases because you typically can't use HQ results as ingredients in subsequent synths.

For instance, we joke with one of my ls mates a lot because he got a very early Amity Cape drop. He was due to become one of the earliest with an Errant Cape on Valefor. However, the Amity>Peace synth was HQed and he ended up with one of the first Peace Cape +1s instead.
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Old 05-15-2008, 09:35 AM   #43
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

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Okay, that still doesn't address their opening statement though of HQ's being frustrating (and they are)
I guess you haven't done a whole lot of multi-step synthing recipes? I hate HQ'ing Coral Gorgets. I feel like I wasted an HQ. On top of that, it means I can't make as many Reraise Gorgets as I had planned. It's very frustrating.

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I mean, the entire article doesn't make any sense now. It did before, since higher HQ rate = more affordable consumables etc (since there are more of them on the market)
This will have a slight impact on lowering the cost of consumables such as Reraise items, Warp Cudgels, and Tavnazian Tacos. Before, an HQ in the middle of the process would result in not being able to make the final item. If I had enough materials to make 12 Reraise Gorgets, I could count on only getting 11 of them. Now, not only can I remove the possibility of a Merman's Gorget ruining one of the 12 final items, but I can also count on a higher success rate to reduce the possibility of failing a synth and losing materials. I'll now wind up with 12 / 12 RR Gorgets more often than before. This means a larger supply of them up for sale, which means lower prices. It won't result in earth shattering price slashes overnight. But it will result in decreasing prices on these items nonetheless.

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...but now they've changed it to skill up rates so.... what? They expecting people to go on mass skill up sessions now? Is that what they mean by making items more affordable?
Getting an HQ during a skill up attempt is very rare to start with. Not to mention that most of the time, you're cranking out items where the +1 has no market anyway. So sacrificing the ability to HQ during a skill up attempt is fine. The advantage is the higher success rate. You don't get skill ups from failures until you're within 5 levels of the recipe. So giving the players a way to increase NQ success rate means skilling up is a now slightly easier and affordable. It won't make skilling up dirt cheap. But it will have an impact.

Now, take the perspective I just offered and re-read the announcement. I think you'll start to see it making at least some sense now.
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Old 05-15-2008, 10:07 AM   #44
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

I understood your point, all I'm saying is something to boost HQ rates would have been much appreciated as well.
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Old 05-15-2008, 10:18 AM   #45
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Re: Preview of Adjustments for June Version Update (Part 1) (05/13/2008)

If you increase the rate of HQs, the value of HQs would just go down that much faster. However, if you increase the rate of successful NQs on high end-items, then the HQ versions will drop to a more reasonable price over time.

Having an increase of HQs would jolt the economy into steep deflation in certain areas.
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