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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 |
So long, and thanks for all the fish!
Comments
I like this idea. But I have a question. Will the player stores be clumsily displayed in the market ward?
If they are neatly displayed it sounds like it could be a fun shopping experience. If they are clumsily displayed "a la Perfect World" then that would be not so pleasant.
It does sound like a step in the right direction though. Thank you for posting.
Thats the extent of the information I have. So, no answer for you.
I think there will still be some pain. Though I expect we will see some sort of complete overhaul of the market wards beyond just renaming them. Hopefully this will include stalls that can be rented that further specialize, or something.
So long, and thanks for all the fish!
k, thank you.
BTW, how is the stall set up now?
Is it messy/clumsy or neatly set up?
Chaos is the best way to describe it. There are a number of identical market wards. There is no difference between them except for the name.
There are a very limited number of stalls (Somewhere around 16/market ward) that can be rented for a certain amount of money. You are able to set the stall sign to display the type of goods that you are selling.
However, anyone can place a retainer into a market ward, whether they have a stall or not. If you played FF11, and remember the bazaar concept (the bag next to the head), imagine that in a confined area with dozens of people standing around like that.
Right now, the market system is utter crap. Though I do expect it to get better, even a simple change of renaming the wards would go a long way towards tyding up the system we have now.
So long, and thanks for all the fish!
do you really think the players are gonna limit what they sell to one of those catagories and setup there retainers in the proper ward?
All SE is doing is renaming the wards. relying on the players to enforce this isnt going to work.
No.
What I do think will happen though is that players will set up shop where it benefits them best. This means that they will set up shop in a place based on either the most expensive, or the most prevalent item in their inventory is. A guy selling mainly raw materials is not going to set up shop in the cobblers area if he only has one pair of shoes to sell. This is for 2 reasons.
1. The first is he wants to sell his stuff where people are looking for it. Nobody is going to go looking for raw materials in the cobblers area.
2. He will earn more money in the area designated for raw materials due to the lesser tax in the area. This doesn't mean that he won't ALSO try to sell his shoes while sitting there, but his primary focus will be on his Ingredients.
Keep in mind that players also want organization. They want to be able to sell goods and buy goods better. They will go into the designated markets to sell because people will be looking for the specified goods in that area.
Will this system be perfect? No. But I garauntee it WILL be much more organized, and therefore better, than the current system.
So long, and thanks for all the fish!
I do wish the placement was not so chaotic. Perhaps the market wards should have simply been NPC only retainers behind the counter and you click on the Heavy Armor seller, Sword seller, Mining seller, etc... Each retainer contains everyones merchandise of that type.
I dislike walking into a mob of retainers and manually targeting them, such a cluster-f to look at too. Gives a poor initial impression. At the least they could have designated spots per retainer making pathways or something...