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  1. #51
    Player
    Arcell's Avatar
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    Mar 2011
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    Limsa Lominsa
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    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by SuzakuCMX View Post
    Nobody wants a Chemist class but me?

    Ok...
    No I totally do, it would be a pretty cool class. Rikku was actually one of my favorite characters from FFX. The gist of it would be that they could make items actually useful as well as possibly using them AoE. They could be a pretty versatile class depending on what items/combos they could use. It would be nice to have them considering most items now (like potions) are pretty useless.

    Being able to consume multiple Ethers to have an AoE Ether with a greater effect could be a lifesaver in a pinch. At that point all we'd need are offensive items, though maybe they could make better use of some throwing weapons (added effects?). Of course they'd likely be the most expensive class as they would be heavily item based.
    (0)

  2. #52
    Player
    Malakhim's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Arcell View Post
    No I totally do, it would be a pretty cool class. Rikku was actually one of my favorite characters from FFX. The gist of it would be that they could make items actually useful as well as possibly using them AoE. They could be a pretty versatile class depending on what items/combos they could use. It would be nice to have them considering most items now (like potions) are pretty useless.

    Being able to consume multiple Ethers to have an AoE Ether with a greater effect could be a lifesaver in a pinch. At that point all we'd need are offensive items, though maybe they could make better use of some throwing weapons (added effects?). Of course they'd likely be the most expensive class as they would be heavily item based.
    Something tells me then that if they make some kind of buffing class, that chemist might be a job specialization for it, in which you can mix and match items just like that to produce different types of effects. In fact, maybe I'm crazy, but I vaguely remember Tanaka or Komoto making a statement saying how they were thinking of that type of crafting class integration. Of course I don't remember the source, but maybe someone else does.
    (0)

  3. #53
    Player
    Shai's Avatar
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    Mar 2011
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    Hawaii
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    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Actually, what Sorel is talking about is how I thought of this once.

    I doubt it will happen (like most of you) but a "weaver" is not a sail maker, though the skills are similar.
    You could specialize in group activities (like making a ship) and such.

    Considering Jobs & Abilities will be quested, it would not be all that unreasonable that if a Weaver wants to make sails (better/faster/stronger) they could take a Job Quest to specialize and quest for some sail making specific abilities.

    I think it's a stretch, because "Job" system is supposed to bring back some Final Fantasy flare (like White Mage, Thief & Monk) and there was no such "traditional Job" for "weaver" in the past. Still, it could be done and done well and fun for Crafters to collect more skills and specializations for "group crafting."
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  4. #54
    Player
    SuzakuCMX's Avatar
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    Apr 2011
    Location
    Great Gubal Library
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    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Arcell View Post
    No I totally do, it would be a pretty cool class. Rikku was actually one of my favorite characters from FFX. The gist of it would be that they could make items actually useful as well as possibly using them AoE. They could be a pretty versatile class depending on what items/combos they could use. It would be nice to have them considering most items now (like potions) are pretty useless.

    Being able to consume multiple Ethers to have an AoE Ether with a greater effect could be a lifesaver in a pinch. At that point all we'd need are offensive items, though maybe they could make better use of some throwing weapons (added effects?). Of course they'd likely be the most expensive class as they would be heavily item based.
    Well they'd probably use base materials (like elytrons and ores) and then mix them into a battle item.

    Quote Originally Posted by Shai View Post
    Actually, what Sorel is talking about is how I thought of this once.

    I doubt it will happen (like most of you) but a "weaver" is not a sail maker, though the skills are similar.
    You could specialize in group activities (like making a ship) and such.

    Considering Jobs & Abilities will be quested, it would not be all that unreasonable that if a Weaver wants to make sails (better/faster/stronger) they could take a Job Quest to specialize and quest for some sail making specific abilities.

    I think it's a stretch, because "Job" system is supposed to bring back some Final Fantasy flare (like White Mage, Thief & Monk) and there was no such "traditional Job" for "weaver" in the past. Still, it could be done and done well and fun for Crafters to collect more skills and specializations for "group crafting."
    I think that was the idea of Player Companies.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  5. #55
    Player
    Shai's Avatar
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    Mar 2011
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    Hawaii
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    Character
    Shai Hulud
    World
    Hyperion
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    Scholar Lv 60
    Quote Originally Posted by SuzakuCMX View Post
    I think that was the idea of Player Companies.
    I think so too but it's not exclusive from the Job idea.

    As I said, I doubt it the Job system will extend to DoH & L but it could - and it could be real fun, too.
    (0)

  6. #56
    Player
    Amage's Avatar
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    Apr 2011
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    Character
    Junko Uchiha
    World
    Leviathan
    Main Class
    Archer Lv 50
    this thread and OP should stop smoking just saying lol
    (0)
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  7. #57
    Player

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    Gridania
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    Quote Originally Posted by Dragon View Post
    The crafting classes are as specialized as you can get.
    I found a few similar sentiments throughout this thread, but I am picking this one out as representative.

    I must respectfully disagree that crafting classes are as specialized as you can get. I will take weaving for my example. If I spin 3,000,000 spools of yarn, suddenly I am an expert at sewing hats, gloves, robes, pants, etc, as well as weaving cloth.

    A clear direction for specialization is to follow the skill books already available to the various crafting classes.

    Possible jobs (specializations) for crafting classes include:
    Hatmaking
    Glovemaking
    Various forms of Tailoring
    Weaving
    Spinning
    etc, etc.

    I don't know that such job specializations should take the same form as combat job specializations - there are different goals and requirements for the different classes.

    My personal preference would be for the branching specialization scheme that was proposed (by a group of players) for combat.

    Again, taking weaving as an example. Weaving is a generic skill from ranks 1 to 50, allowing you to make all weaving goods equally as well. However, from ranks 51 to 70, say, the generic weaving skill is no longer available. Instead, one could rank the spinning specialization, the weaving specialization, the hat-making specialization, the fletching specialization, etc. Advancement in one specialization would not preclude advancing in another, but each would have to be ranked up separately. Another branching point could potentially happen from 71 to 90, and then from 91 to 100 -- all depending on how the developers plan to raise the rank cap.

    Comments? Critiques? Suggestions? Flames?
    (0)

  8. #58
    Player
    SuzakuCMX's Avatar
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    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Amineri View Post
    I found a few similar sentiments throughout this thread, but I am picking this one out as representative.

    I must respectfully disagree that crafting classes are as specialized as you can get. I will take weaving for my example. If I spin 3,000,000 spools of yarn, suddenly I am an expert at sewing hats, gloves, robes, pants, etc, as well as weaving cloth.

    A clear direction for specialization is to follow the skill books already available to the various crafting classes.

    Possible jobs (specializations) for crafting classes include:
    Hatmaking
    Glovemaking
    Various forms of Tailoring
    Weaving
    Spinning
    etc, etc.

    I don't know that such job specializations should take the same form as combat job specializations - there are different goals and requirements for the different classes.

    My personal preference would be for the branching specialization scheme that was proposed (by a group of players) for combat.

    Again, taking weaving as an example. Weaving is a generic skill from ranks 1 to 50, allowing you to make all weaving goods equally as well. However, from ranks 51 to 70, say, the generic weaving skill is no longer available. Instead, one could rank the spinning specialization, the weaving specialization, the hat-making specialization, the fletching specialization, etc. Advancement in one specialization would not preclude advancing in another, but each would have to be ranked up separately. Another branching point could potentially happen from 71 to 90, and then from 91 to 100 -- all depending on how the developers plan to raise the rank cap.

    Comments? Critiques? Suggestions? Flames?
    Because grinding a craft isn't painful enough already.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  9. #59
    Player
    Shai's Avatar
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    Hawaii
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    Shai Hulud
    World
    Hyperion
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    Scholar Lv 60
    Quote Originally Posted by Amineri View Post
    I found a few similar sentiments throughout this thread, but I am picking this one out as representative.

    I must respectfully disagree that crafting classes are as specialized as you can get. I will take weaving for my example. If I spin 3,000,000 spools of yarn, suddenly I am an expert at sewing hats, gloves, robes, pants, etc, as well as weaving cloth.

    A clear direction for specialization is to follow the skill books already available to the various crafting classes.

    Possible jobs (specializations) for crafting classes include:
    Hatmaking
    Glovemaking
    Various forms of Tailoring
    Weaving
    Spinning
    etc, etc.

    I don't know that such job specializations should take the same form as combat job specializations - there are different goals and requirements for the different classes.

    My personal preference would be for the branching specialization scheme that was proposed (by a group of players) for combat.

    Again, taking weaving as an example. Weaving is a generic skill from ranks 1 to 50, allowing you to make all weaving goods equally as well. However, from ranks 51 to 70, say, the generic weaving skill is no longer available. Instead, one could rank the spinning specialization, the weaving specialization, the hat-making specialization, the fletching specialization, etc. Advancement in one specialization would not preclude advancing in another, but each would have to be ranked up separately. Another branching point could potentially happen from 71 to 90, and then from 91 to 100 -- all depending on how the developers plan to raise the rank cap.

    Comments? Critiques? Suggestions? Flames?
    Your idea in general I like but common things already exist in the game as training manuals, like Cobbling & Sheeting. The Job system (as described) is for party play in battle, so it's not unreasonable to think that it would be for group play as crafting, also - to make larger things, buildings, ships, mog houses, giant cakes(?), etc. Those things could use specialized skill sets that draw on multiple weavers or blacksmiths doing different tasks.

    Well, anyway, that's what I think. You're talking about some things that are already adapted into training manuals.
    (0)

  10. #60
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    Quote Originally Posted by SuzakuCMX View Post
    Because grinding a craft isn't painful enough already.
    I 100% agree. Hence my solution provides AT LEAST 10 times the pain!

    Ah, I love sarcasm. <3

    Seriously, I agree that crafting is a fairly painful grind. But I think the solution to that is to make the crafting experience more fun, rather than simply allowing people to max out all craft classes in short order.

    Allowing specialization of crafting jobs does a couple of things:
    1) Allows a player with less time to at least PARTICIPATE in the crafting economy. By going "depth-first", and focussing upon one specialization, such a player can still achieve mastery.
    2) Prevents players from too quickly mastering ALL crafts. I saw that happen in Fallen Earth, and it really wrecked the economy. Once all players can make all items, the drive to exchange goods and items really falls off.

    Making crafting more enjoyable should be a separate task, imho. Specifically, after Matsui-san finishes (enough) with the battle system changes to have some free time, I'd like to see the battle team turn its collective eye to improving the crafting / gathering play experience. You can see my appeal here : http://forum.square-enix.com/ffxiv/t...l=1#post152005
    (0)

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