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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 12:58 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
Nabutso wrote:
If you're synthing at a loss (gil-wise) on items that wouldn't sell anyway, failing a synth and losing all the mats at worst, but usually only a mat or two, isn't really worse than synthing that same non-selling item and succeeding and losing all the mats every synth.

Once you've skilled up, then you can synth for profit.



This is not a great opinion. Minimizing losses by being able to NPC your skill items is a big part of managing to skill a craft for most people.

Losing large chunks of that every time has a pretty big impact.

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Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 1:28 pm 
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Joined: Fri Jan 19, 2018 3:25 pm
Posts: 293
I'm 48.7 GS. Yesterday I did 20 crafts on gold ingots by fire crystal x 4 gold beastcoins... Out of the 20 crafts. I had 4 successful attempts...thats right only 4. Not a single skillup. Lost over half my mats in the process. When I pay 90k for 3stacks of coins....and I lose well over 45k of that...and not get one skillup while only 2.3 levels difference from cap.. There is a problem... Later that night I did 5 more synths, got .2 skillups and successful on 4 out of 5. The problem is the first scenario happens waaaaaaaay too often. I have spent well over 1.5mil gil for the last 3 levels.

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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 1:34 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
I don't track things as much as some folks, but I can say this:

I've went from 71 -> 73.6 on enough synths that I have 19 stacks of rainbow thread. Considering most fails involve losing both spider webs, and I have another 3.4 levels to go.... I can't recommend crafting to anyone really right now.

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Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 2:28 pm 
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Joined: Sat Dec 03, 2016 2:23 am
Posts: 1143
He has put barriers down on new people. Plain and simple. The thinking of nas and nabutso seems to be we should extend the existing content to take a lot longer because we likely will never have more. I think most people here have given up the dream of ever seeing toau stuff on nas and I think most of his changes confirm that. Maybe he isn't wrong to do so if we truly will never see any additional content. Idk.

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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 2:36 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
I took your advice on keeping my thread, but I'm going to have like 100 stacks by the time I get to 77 and I'll have to eventually sell some I think to pay for the indentured slavery I've entered for spider webs.

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Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 3:07 pm 
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Joined: Sat May 26, 2018 1:24 am
Posts: 242
Location: Québec
We were discussing this in the LS yesterday, crafting is basically a no-go for us new players when it comes to wealth creation, not only because it is extremely expensive to level up, but because there are maniacs posting 20+ of the same synths on AH because there is no posting limit and it's hard to find anything you can make money with.

Fishing is the only reasonable way to keep your first level 30+ job afloat with spells and gear. If you've got the stones for it, you can use Fishing to fund your advances in one craft. Even if you're an established crafter, selling to the Fishing Guild when you can, selling popular fish on AH and vendoring the rest is probably among the top ways to make gil on Nasomi for the common people... and that doesn't indicate a problem with Fishing, but shows the fruitlessness of investing time and money into Crafts.

Suggestion 1: Make synths just as hard as retail, not harder.
Suggestion 2: Seven items on AH, maximum, like retail. Or 15 if you want, but a discrete amount. We're enough players now to make this work, people will find niches, opportunities and money will flow. For this to work fairly though, the 3 characters per player rule must be absolutely enforced.

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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 3:33 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
I like both suggestions. I think the unlimited AH spots has been outgrown, and leads to some consequences that may have not been intended or desired now.

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Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 3:38 pm 
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Joined: Thu Aug 10, 2017 1:04 am
Posts: 38
While I can see the benefits of reducing the AH slots to retail or 15ish it will come with some consequences, prices will most likely rise ( good for sellers, bad for buyers ), more mules will be made to try and get around it , and we'll prolly see a huge rise in Bazaars which could very well lag the zones.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 3:40 pm 
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Joined: Thu May 17, 2018 8:15 pm
Posts: 25
I agree that, at the very least, the 3 char rule must be enforced, regardless of how long u have played and what not.


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 Post subject: Re: Synth Item Loss Rate
PostPosted: Mon Jul 23, 2018 3:44 pm 
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Joined: Sat May 26, 2018 1:24 am
Posts: 242
Location: Québec
Quote:
prices will most likely rise ( good for sellers, bad for buyers ), more mules will be made to try and get around it , and we'll prolly see a huge rise in Bazaars which could very well lag the zones.


You have very valid points, but I'm glad older players would consider it and weigh the benefits.

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