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 Post subject: Lodestone: Ask the development and management teams! (09/29
PostPosted: Wed Sep 29, 2010 10:26 pm 
Easy Prey
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Ask the development and management teams! (09/29/2010)
The development and management teams continue to address the questions and concerns of the community in an ongoing FAQ.

The topics addressed this time around are the market system, anima, and food.

Markets
Q. I have read that there are changes planned to improve the market system, but is there any more specific information available regarding these changes and the direction the market system will take?
A. We have continued to receive copious amounts of feedback regarding changes that players would like to see made to the market system. As a result, we are planning a number of revisions and additions to the system, the first of which are scheduled to be implemented in the next one to two weeks.

Specifically, market wards will be organized according to specific item types, making it easier to consolidate similar items in the same area. Further, if an item sold within a ward corresponds to that wards’ item type, the tax incurred will be reduced. Items not of that ward’s category may still be sold, but the tax imposed will remain the same as it has up until now.

The planned ward names are as follows:

Limsa Lominsa Item Categories with Reduced Tax
Battlecraft Ward Pugilist's Arms / Gladiator's Arms / Marauder's Arms / Lancer's Arms / Archer's Arms / Shields / Arrows / Throwing Stones / Throwing Spears / Throwing Circles / Throwing Axes
Fieldcraft Ward Thaumaturge's Arms / Two-Handed Thaumaturge's Arms / Conjurer's Arms / Two-Handed Conjurer's Arms
Fieldcraft Ward Fisher's Primary Tools / Fisher's Secondary Tools / Miner's Primary Tools / Miner's Secondary Tools / Botanist's Primary Tools / Botanist's Secondary Tools / Bait / Lures
Tradescraft Ward Goldsmith's Primary Tools / Goldsmith's Secondary Tools / Culinarian's Primary Tools / Culinarian's Secondary Tools / Carpenter's Primary Tools / Carpenter's Secondary Tools / Blacksmith's Primary Tools / Blacksmith's Secondary Tools / Armorer's Primary Tools / Armorer's Secondary Tools / Leatherworker's Primary Tools / Leatherworker's Secondary Tools / Alchemist's Primary Tools / Alchemist's Secondary Tools / Weaver's Primary Tools / Weaver's Secondary Tools / Crystals
Drinks Meat Dishes / Egg Dishes / Grain Dishes / Vegetable Dishes / Sweets / Drinks / Seafood Dishes
Grocers Ward Eggs / Dairy Products / Vegetables / Vegetables / Vegetables / Grains / Spices / Fruits / Mushrooms / Seasonings / Foodstuffs / Freshwater Fare / Saltwater Fare / Meats
Hunters Ward Corals & Shells / Teeth & Claws / Wings / Bones / Beastcoins / Feathers
Chirurgeons Ward Potions / Remedies / Ethers / Toxins / Panaceas / Curatives / Reagents / Dyes / Paints / Oils
Ironmongers Ward Unrefined Metals / Metal Sheets / Metal Wires / Metals / Clasps / Chainmail Meshes / Armor Metals
Woodcutters Ward Raw Wood / Lumber / Planks
Tanners Ward Hides / Leathers / Furs / Armor Hides / Armor Leathers / Footwear Parts
Masons Ward Ores / Stones / Gemstones
Tailors Ward Fibers / Cloth / Hooded Attire Cloth / Cloth Bodies / Smallclothes Cloth / Cloth Sleeves / Front Cloth / Back Cloth / Armor Cloth
Tinkerers Ward Weapon Heads / Weapon Parts / Weapon Butts / Weapon Grips / Fletchings / Shafts / Arrowheads / Hooks / Armor Parts / Sundries
Clothiers Ward Undershirts / Full Plate / War Garb / Attire / Hooded Attire
Jewellers Ward Necklaces / Earrings / Bracelets / Rings / Belts / Sashes
Hatters Ward Helms / Hats / Covers / Crowns / Masks / Eyewear
Glovers Ward Gauntlets / Gloves / Armbands
Legfitters Ward Undergarments / Pants
Cobblers Ward Greaves / Shoes / Sandals

* Market area names in all cities are subject to change.

We will be closely monitoring the trends and developments of the market system following the implementation of these revisions and new features, and will continue to make further adjustments and alterations to improve player usability and convenience. For example, we are currently looking into options that will provide players with precise information as to which items are located in which market areas, or the ability to seek out specific items without the need for speaking to retainers, and more.

Also, we are now taking steps to increase the number of retainers that a character is able to simultaneously employ.


Anima
Q. What is the deal with the anima regeneration rate?
A. During the Open Beta, anima was recovered at the rate of one point every six hours (Earth time). Since service began last week for owners of the collector’s edition, however, that rate has been adjusted to one point every four hours.


Food
Q. What kind of effects does eating have on my character?
A. Eating food serves to temporarily increase certain stats, such as physical and magic attack power, or attributes, such as strength and dexterity. Also, there are foods and dishes suited more to the palates of certain races than others, resulting in more powerful effects.


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 Post subject:
PostPosted: Wed Sep 29, 2010 10:32 pm 
Easy Prey
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So this seems like a step in the right direction. The problem is, if you add a search function, it is an AH.

On a side note, I do not see why SE doesn't come right out and say that this is to deter RMT? Clearly adding an AH would centralize everything, and make the RMT able to regulate more simply by buying everything and reselling it. The higher the prices are, the more gil people have to buy, the more money they make. They could instead flip this in a way that made RMT look bad, and SE good.


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