Diagnostics Module

 

Fluffykins the Destroyer
Fluffykins Says:
So it’s a map of part of Bahamut’s Coil. Coil, shmoil.
Diagnostics Module

Recipe
Crafted Item Information
The wisdom of ancient Allag laid Eorzea to waste; now it helps you plan your adventuring in style. ※Cannot be retrieved once placed. ※One per estate only.
Item Lv 70
Required Lv 1

No Attributes. —

Class 50 Armorer
Recipe Lv 70 ★★
1 Ice Cluster
1 Earth Cluster
1 Darksteel Ingot
6 Rose Gold Nugget
2 Clear Glass Lens
1 ADS Plating




1 & 2: Photos courtesy of Rev Sehkata – Silent Sorrow (Midgardsormr)
 Posted by on June 23, 2014

  One Response to “Diagnostics Module”

  1. My thoughts on the arlctie:Pros:1) Equatable and easily available economic tools make the game easier to play from an end user experience.2) Some might say less in-game maintenance is better.Cons:1) Automatic economic tools provides a loss of player interaction (I think Ryahl tends to brush by this too quickly)2) AH’s and their interfaces provides less immersion as currently implemented.3) Since the primary purpose of an MMO is as a reality-escape, why enforce contemporary notions of economic fair play on them? A certain portion of the player base will enjoy the economic avenue of an MMO why limit them if they’re creative with it?4) The issue you eluded to with respect to bulk-items in the marketplace being too numerous (a fair point) could be (and should be) accommodated by NPC vendors and world itemization. I never saw the allure of having to create a 1,000 widgets (which brings on a whole rant about crafting in MMOs in general but that’s a different conversation).5) You lose an alternative mode of long term play in your MMO.6) You lose a valuable community building aspect.So in the end, I’d say I agree more with Raph than Ryahl on this particular issue. However, I think any MMO that releases today without some form of Auction House, might be looked at askance by the player base initially.My alternative to the current trend with Auction Houses in today’s MMO is to have an AH that opens and closes during a portion of the day-cycle of the game in question (and/or to allow only bulk good items to be sold). This allows player based merchantmen, player controlled vendors and an AH system to coexist, while receiving the benefits of all three.

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