I understand what you mean, but in the same breath, it limits wards to essentially 9-10 wards give or take versus the current 20. I think SE is trying to avoid having such a condensed ward system. It may just be translations, but I think just naming and clarifying wards that are material based just that. Instead of Tanner Ward, just say Leather Materials. Clothier Ward should be Armor Ward so it doesn't sound like weaver material ward.
It may cause issues with those wanting to sell multiple crafts/mats/whatever. This is another issue by itself. As a multi crafter I deal with having to move retainer based on what I made that day for what craft. I accept that. As long as I place items in right ward, I tend to sell out rather quick. Is there an easy solution right now, no, and I shouldn't expect one. Basically people need to decide what they want to sell on what day. It's really no different from an AH. You have limited slots to sell merchandise, however; players must now plan better than what we are used to.
I hope some of what I've said makes sense. I have confidence in the Ward System. It is up to us players and Square Enix to make it work. The Wards need work, but people have to be willing to actually try to learn the system, and stop trying to sell Gridanian Walnuts and Marmot meat in Batlecraft Ward. NPC your garbage. Happy gaming everyone.
I completely agree. It was just my idea and I still think "my idea" makes more sense on "ease of finding" what you're looking for - we both seem to agree that it's currently confusing. I'm serious when I say every time I move my retainer I double check the list of what sells in what ward cause I constantly forget and the names only help for certain things and not others.
There could be "other ideas" even "better ideas" but I think my idea is better than what they have now - certainly better than what they had before (and I had the idea before they announced a rename; I said: What the **** is an Upper Keeners Ward and why isn't this Fishmonger Ward?).
Any way, you and I aren't disagreeing. I agree mine isn't perfect and condensing the wards would be a bad idea. I don't go into the weapon ward because there's too many things in there - if I need a weapon, I get someone to make it (but I play Conj main so ... don't need axes often [read: ever]).
Don't think there's even a reason to make and sell goods since now most of the players will undercut each other to the point that you might as well spend time farming the items by DoL to get mats to grind on and make more money that way.
I'm not saying you're wrong - but undercutting in this market is ridiculous. You see, things are difficult to find so when I find an item I want (say for example a Blue Robe) I have to make a decision "Should I buy this right now? or risk not finding it again for ... days/weeks?" I check Yellow Gremlin for a baseline of what's "average" and weigh it against convenience. Undercutting is silly (though I know it is happening).
Undercutting is a result of these "guides" to crafting that tell me to make 3000 Willow Half-Masks (which I do because the materials are easy and the shard count is low) - but I NPC 80% of these and take the loss. That's just how you balance "efficient skill gain" versus "making a profit" - something you get used to if you play FFXI.
Edit: Sorry, I meant to say "one of the reasons of undercutting is a result of these..." I obviously don't mean the only reason to undercut. Edited, Dec 2nd 2010 3:16am by Kirutaru