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One must wonder, what's your motivation to want the introduction of S-nebs? I haven't met a single person who thinks power creep actually needs to be exacerbated. You mentioned that releasing S-nebs will decrease the price of other nebs and thus benefit poorer players, but there's two reasons this thinking is flawed.

1) The vast majority of A-rank nebs in the market throughout history were created by dupers, considering that they're fairly difficult to obtain by legitimate means. A 4% All Stat neb has generally sold for $20-30 each over the years with high volume, so duping nebs represents significant appeal to hackers. If S-rank nebs are released, dupers will stop duping A-rank nebs, thereby increasing their price through decreased supply.

2) Even if the price of A-rank nebs drops to become easily affordable, then it no longer becomes an achievement to own one. Rather, it becomes an expectation, where you're average if you have one and under-par if you don't. Power in this game is relative to the average standard and not an absolute number; Nexon periodically raises the "difficulty" of the game by increasing boss HP and the buy MapleStory Mesos damage cap to reflect the changing times.

The vast majority of anything valueable in maples history were duped. Nebs weren't the only target. You think they aren't duping prime scrolls and AEEs as we speak? Dupers will dupe anything, even something as cheap as CSS. That's what they do, if you're duping has no limits then it generally doesn't matter what items it is, both would yield the same end game profit. Also if they stopped duping A nebs yes their supply would decreased but so will their demand which means good news to the poorer players like you and me.
As you may have noticed; in this current build, we have to unlock basic weapons by earning xp with the core weapon first. This leads to having a 80k+ fame grind with a weapon you actually dont want to use. Also (for some reason that is beyond my understanding), some weapons give  Albion Online Silver fame for a total different class (bow --> dagger, quarterstaff, bow. etc.)

In my humble opinion, this is a flawed system, stupid i might say, and i want it to change! I really do .I'd be happy if they removed the tiers and levels, and just set a mastery percent on all weapons that scales against fame in a dimishing-return fashion. The more you use something, the better you get, and you get the basics quick but mastery takes alot of time.

I said it before ill say it again. What they should do is allow every weapon to be available from the start, no restrictions. As you use the weapon you want you unlock more style or variations of the weapon (a good example is the bow. Start with a bow -> longbow -> warbow -> crossbow ect ect.) These different unlocks will have different abilities but also as you use the weapon "category" they unlock new passives such as lets say for bow the more you use ANY of them they ALL get a passive to leave a bleed effect on the target from piercing damage lets say. Each weapon has it own unique flavor and a few styles with their own special per weapon.

If we are going to leave it where each weapon has 3 abilities then 2 of the three can be shared amongst the group and the third would be a few abilities Cheap Albion Online Gold specific to that variation of the weapon (once again with the bow war bow = stun, crossbow = snipe ect ect.)

The big thing here though is that each unlock to a variant of the weapon won't be a buff where you HAVE to go bow to longbow ect, keep it like it is now where you can still level each weapon and keep them all on a level playing field just with more options to choose from.
I never said I was going to stay in pvp zone. I could always go to green so and gathering with new people as well. And I know my guildies are people as well XD! Its just I know a lot of them will be busy gathering stuff etc. But they all get a head start of me so they will be doing their own thing I belive. Or trying to get the guild stuff built or making houses etc. I dont know the plans so yeah. I just wanted to play with Cheap Albion Online Goldsome people outside of guild as well is all. I know your all worried and if that is the case fine I will just stay in the green zone with the people I wanted to farm with even though I know we wont get much mats because everyone will want to be in the green zone to be safe so less mats.

For me its definitely League of Legends. Don't get me wrong, DotA is a great game. In fact, i've played dota since like 5.64b version, probably have played over 5k games in total, including more challenging games in in-house league back then like IHCS. Made the switch when League of Legends is out.. could never get back in Dota 2 when it came out for some reason. it feels....slow. Like in LoL, a mistep into a bush with an assasin can get you killed within 2 seconds. I really dont think LoL has a lesser skillcap than Dota, its just different skillset. Yes there is no denies, but laning has high pressure, skills are kinda spammed more often than in Albion Online Silver Dota and you can dodge skillshots more, while at the same time paying attention for jungle ganks.

Atm testing Heroes of the Storm alpha. So far its been fun ^_^, after all, you can mount! LoL! Action are fast and furious, but its more about objective control than laning phase compared to LoL and Dota. First impression..this is the MOBA that all casual easily start out with ..
Korn this is also directed to you, and I apologize for blowing up the thread but I've been containing this in hoping you guys would address this.

One of the most ENJOYABLE things for most casual players, is re-rolling an alt. Enjoying the game from a different perspective and granting them another Albion Online Silver choice as far as playstyle goes. This system completely rear-ends anyone who would enjoy playing a second alt. As it would take significant dedication to make two characters hit final tier. It would also disway players from specializing in two weapons. Here are some factors you may want to take into consideration.

Hardcore players alone will not fill your bill. You will not make enough income as a developing team from a smaller population known as hardcore players. Removing the ability for players to have a second choice or third choice or second character or third character that can be relevant in the game will burn out the majority of your casuals that would play the game long term. Removing your income and playerbase at the same time.

The mobs in this game have got to be the most boring and unrewarding mobs I have ever killed in an rpg ever. Like... ever. This opinion will not and Albion Gold Mall cannot be mine alone. Casuals will hate grinding that long on something so boring. You will lose your playerbase if the grind is long.

A Broadsword made with stone = bad, A Spear made with a wood pole and a sharpened stone = good!Makes much more sense! (With the proper skill of course :thumbup: Maybe have a "Survival" skill that allows you do basic things like

Make wood/stone spears
Camp fires (faster log out when camp is secured, can also be used for cooking)
Forage for basic food (if and when this is implemented)
Traps for capturing critters (small animals for food)
Making fishing poles
Rope to tie up opposing players instead of killing them *shrugs*

If not one of the most difficult skills in the game. While we're at it, why not add some reagents/resources that are needed in order to cast those spells. It would make Albion Online Silver magic a lot more interesting and more Sandboxy.

My one wish list for future expansions is sea combat with objectives at sea worth taking. Like pirate bases or sea creature that drop awesome stuff. Craft able, Buildable, Stealable boats. Make water travel super fast so people utilize it to move large quantities of goods. Add navigable rivers throughout the map which would make holding those inland sea ports very valuable with the ability to set a tax on all goods imported and exported. Create this whole dynamic water trading economy.

The reason I ask you to defend multi accounts and multi boxing is because they are radically different. I support multi account I do not support multi boxing.

I voted preferably No. I don't think that players should be able to play multiple characters at the same time but I also know that stopping something like this is extremely hard and as you outlined could possibly cause a lot of false positives and issues. I am also one of those folks considering getting my Albion Online Gold wife and possibly even my son into the game after release, so I would definitely be interested in a way for multiple people being able to login from the same IP. However boxing multiple characters shouldn't be allowed if possible.

As it stands now, One may not have 2 accounts. However, this game is available cross-platform and due to its portability, you cannot dismiss the fact that multiple players could be playing from the same connection, especially public connections or connections at work. It is a mistake to make the game portable, and then say that if you detect more than one account from the same connection, then they get banned. There are many public sources people use these days.

So while I would vote no, users may only be logged into one character at a time. The fact remains that to be fair with your system, you would have to change your rules and by default that would also give users the ability to login with multiple accounts. It's a precarious issue, invented as a result of AO being so Albion Gold Mall portable. You could simply say "play from home" but then that sort of defeats the portability aspect of the game. As it stands now, I have decided against promoting this game to people I work with, simply because I don't want to get banned when I and an office-mate happen to login during lunch.

Personally I don't mind the current PVP system. Only gripe i really have against it that flagging takes so long. It would be cool if they lowered it by about 10 to 15%. I think most complaining about the PVP system were just gatherers that don't know how to play likes this. I am disappointed they are thinking about going to a UO style criminal system. All that system does is discourage PVP even more. Also Albion Online Silver
people PKing gatherer's gave PVP a role in the economy. With a harsher criminal system it almost completely negates this.

I just bought a Founder's Pack to check out this amazing game and also to encourage you to keep doing what you are doing, however long it takes. Listen to the community, but keep YOUR vision! Too many games go sideways because devs try to implement changes to keep the masses happy. Remember the reasons why you started making this game and stick to your goals! If you need a template that will work and draw in vet gamers like me who have waited DECADES for a title like this, see how UO operated pre-Renaissance. I am very excited to see that you are implementing a criminal and rep system a la UO. Of course, others will disagree. Let them. Do what YOU think is right! If you build it, they will come!

A criminal system doesn't discourage PvP, it regulates it. There is nothing worse, nothing that will negate any sort of depth of design in a game faster than a free-for-all, kill whomever you want "pvp system". The moment your game uses that model it devolves into a simple PvP game, when a thousand other games do it better. A criminal system introduces the concepts of risk and reward and social justice. It does not discourage PvP because if that is all you are interested in I guarantee there will be several avenues for like-minded Albion Gold Mall people to PvP until their hearts are content without having to deal with the criminal system. I'm talking about guild/faction wars, tournaments, etc. If you want to kill helpless gatherers on top of that, well, do it at your own risk.


I think wipe will be good, but not now. First they need to repair some things in game. First problem is rankings. I can only guess who invented fame system. Gather T6 hide, you'll earn something about 300 fame for one. Gather T6.6 hide, take billions of fame for it. Second thing is kill value from talismans. 100k each? Really? I think the new DB I still too grindy. Also, that boost was sooo bad in my opinion. There is a lot of things to do with this game, but I believe in devs :D When they remove basic problems, then wipe will be good.

I appreciate the feedback and update. I stand by whatever you the Cheap Albion Online Gold developers decide to do as it is your vision, and your data to collect. I will say I have troubles getting myself to jump on and play atm due to the beta mechanics, but I have provided all the feedback I can with how much I can stand the game atm. I look forward to future balancing, mechanic re-works, content patches, or anything else you guys put forth and I keep my fingers cross that you make the game as good as its potential is! Thanks for working diligently! We appreciate it.

I think you are being very narrow sighted with how people are approaching the reasons for a wipe. I could give a sheet less about my weapon choice, I chose daggers, I like daggers, I'd re-level daggers. Do I care about my LP loss? nope I don't. Do I care that the new patch changed core mechanics and I want to have the chance to test those core mechanics from a wiped version so we can feedback how thingsAlbion Online Silver work during the most important part of a game like this? (AKA first week) Yup. Do I care that my weapon sucks in group pvp? nope. Waiting on balances, wipe won't fix it and I could careless. The fact that I jumped from 5.2 to 6.2 with 1/10th the work someone else will have to put forth, isn't testing the game its breaking the beta curve. It's actually forcing away from testing the progression curve and skewing data as far as time in vs. time out. It misrepresents game data. Its a beta. We are testing the game. That is being misrepresented. AKA we aren't testing the game properly. Logic is hard. I know.
Just a suggestion, but the repair option is kinda broken. Those who want to play a crafter will find it a limited option when ppl buy one tool (or whatever) and never return for more. I find it that grinding tools is a pain since i need to craft a lot of tools in order to progress, and while i can recycle the items for a small amount, say i wanted to actually make a profit by selling them. Not only competition is high (remember, in this game, you can do it all by yourself) the fact that ppl only need to buy just one 'cause they can repair it makes the toolmaker/crafter a bit pointless. Again, only a Cheap Albion Online Gold suggestion. Give a limited amount of life to any tool/weapon, say, only 2 repairs (or whatever) and then force them to buy new ones, or something like that.

Well, they're extending the repair feature to be repair-all soon, so I wouldn't put too much hope on that happening. On a side note, player-crafted repair kits would be pretty cool. Seen it mentioned in a few topics before, and while it wouldn't really solve the problem you're addressing, it would at least add some more player emphasis to the repair situation.
I'm probably going to sound a bit like I'm trying to be an authority on socialism in this post, and while all this is quite semantic, I kind of feel like it's my duty to clear some things up. I've spent way too much time hanging out on anarchist, socialist and communist forums and I can only say that how you are using the Albion Online Silver and communism doesn't really jive with what socialists and communists themselves believe.

It's widely held by these groups that to be a communist, first you have to be a socialist, and that for almost all socialists, communism is actually the long-term goal.

Socialism requires the expropriation of productive forces from private property holders so that the inequalities and injustices created of the institution of private property can be abolished, establishing a system where people are rewarded for work more than ownership (e.g. investors), and the subsequent equality creates a much healthier climate for democracy, wherein money cannot corrupt it so much.

Communism goes even further, requiring socialism, but also the total abolition of commodities themselves, which implies the abolition of the market, and hence money by Cheap Albion Online Gold , which then implies the necessity of some sort of gift economy for goods and services distribution. Further still, it requires the abolition of the state itself, which (hopefully) would lead to the emergence of smaller, local, sustainable and democratic groups, with great internal strength, but only loose economic relationships with other such groups. These small groups would have been called communes, hence communism, I guess.
Almost all the gathers that I know ran high teir laborers. I don't think they want to gather much anymore.

Basically just to recap the gather Albion Online Silver . Gathers who gathered before Dec 16th spent 5x more time gathering only to get to a place where they were almost tied by people who gathered 1/4 of that after patches boost. Leading alot of gathers to stop gathering. Because so many people used to roaming around pve getting 250K fame or so an hour on mobs with full xp post Dec 16th patch got made because for them the gains were about 4X slower. Many of those type weapon / armor fame farmers changed to gathering.

As the new breed of gather slowly got bored and more people left the game the gathers went back to doing what they did many of which finally learned what they were missing out not filling up books. They started gathering even more just to fill the books.

Now with the changes not many people will gather the buy Albion Online Gold
. The risk doing it versus time and reward are silly. IMO now that you can get fame for up to T6 on T4 mobs the new thing to make money will be solo'n green t4 dung and buying up all the mats T4-7 mats before they super sky rocket. Since the mobs are stupid easy and will be totally full on gold. It might be harder to do this for the next few day - week. But it usually only takes about 3-5 days before the massive group of people that only play after patches to lose interest and the server population to drop back down to the norm.
As a new Guild we are heavily focused on recruiting active and dedicated members of all trades. Fighters, Builders, Farmers, Crafters, Gatherers and Refiners.
If you are active and looking for a productive and strategically focused guild that works with you instead of you working for it, we hope you will call RudeHouse your new family. Now is the best time to apply.
My introduction to the MMO world began when a bunch of middle-school friends introduced me to RuneScape in 2005. It wasn't until I discovered the clanning community byCheap Albion Online Gold that I really got into the game and came to appreciate the vast communities within MMOs. Being new to the game, my first few years of clanning was focused on PvE activities to help me get better and simply learn the game. As I matured as a gamer and teenager, I eventually found PvE alone to be lacking and grew estranged from the only clan I had known; the leadership and member base resembling nothing of the original clan I joined. Deciding to shift focus towards PvP instead, I discovered an entirely new, competitive clanning world. Over the next few years, my allegiance lay with various clans, as some died and I grew apart from others, but I finally found my home in 2009 when I joined Echo of Silence. We were a clan on the rise, fighting other clans 3 versus 1, no problem. Our leadership was tactically brilliant, ruthless in the face of enemies, dedicated to our cause and they knew how to make war fun. Flash forward to today, and I am still proud to call Echo of Silence my home. We hit ups and downs along the road, experiencing everything from the glory of being the #1 clan with 130 active members to the lows of closing (and reopening, only to again close) the RuneScape clan's doors. Through it all, one thing became obvious: Echo of Silence was NOT simply a RuneScape clan. We transcended the boundaries of the Albion Online Silver and of our native countries, unifying as brothers across the world to form the core base of a true gaming community. While we still play dozens of games when we feel the itch, Echo of Silence has now moved on to eagerly join the plethora of competitive guilds vying for power in Albion Online. Will you join the 10 years and counting legacy that is Echo of Silence?"
Fame for healers is pretty bad. 0 capability of solo farming as a healer and because the fame is equally split between your party it is going to take 2x or 3x longer than a dps character. I want to play healer but I can't see myself being in a party everyday I am online wanting to farm. Especially since I would need to put in twice or three times the hours that dps characters that can solo mobs will do.
Possible fix would be to give equal fame to someone using a healing staff of buy Albion Online Gold
, for example a solo player gets 100 fame per T6 mob in red zones currently (premium bonus included) and now a player using a holy staff or nature staff joins him and they both receive 100 fame per mob instead of 50 like they would if it was 2 dps characters. And if another third member joins then give each player 50 instead of 100.
This is the only way I can see healers reaching anywhere near T8.6 with the new fame system. Also the gathering/crafting/refining progress needs slowed too if you plan on making this work. Currently I can get up to T6 tool for any resource within 3-6 hours of gathering.
Another thing that would need slowed is the respawn rate of resources. If you truly want a player driven economy for 8 tiers of resources, weapons, armour and so on. I can see prices for resources being nothing by the time people reach higher tier gear late into release. Basically if you are going to slow the combat progression this much then you need to slow the rest of the game equally as much and find a good balance otherwise the market will be bad and people will quit early on.
My arguement isn't that it shouldn't take time to reach top tier, it's how long. The longer it takes to go down one tier, the more those who have infinite time will create power gaps by Albion Online Silver . It rewards those who have more time not those that are simply better. Its an anti-skill incentive system. Keep in mind that leveling up .1 .2 and .3 will increase the power level of whichever line you choose for weapons. Meaning they can continue to pull further and further ahead of normal persons. There will be 4 guilds owning every territory in the game. Killing the guild experience.