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Economizer
12-25-2012, 11:06 AM
Long have we heard complaints from various crafters that their craft isn't as useful as it once was, or heard complaints about how gardening and HELM aren't nearly as useful as they could be, or that inventory is clogged once again!

Behold, for a single strand of fiber was woven into a grand tapestry of want, no longer will SE have to complain about the advice hunt! For this is the thread that will weave together our woes, and stitch our wounds closed!

-

Having read page upon page of crafting hurt I'll start with a few bandages here:

Consumables can take a lot of effort to craft, what with large amounts of crafting, and having to bag or quiver large amounts of them. So for all (appropriate) crafts, I will propose a crafting KI that works like Trituration or Boltmaker, but instead of just lowering the need for a crystal, it will automatically bag the results so HQ can have more then a stack of 12 or 99 as the result.

This will be particularly important for Ninja Tools, although making Bolts, Bullets, and Arrows will also greatly benefit. Bolts and arrows could probably be from an adjusted or renamed "Boltmaker" while bagging toolbags and casing cards could be from a new "Bagging" or "Bundling" KI that all crafts can obtain.

Alchemy


Bonecraft


Clothcraft


Cooking


Fishing


Goldsmithing


Leathercraft


Smithing


Woodworking


Synergy



I'm sure there are more suggestions then this, but I think this will cover a large amount of the problems people have with crafting currently.

Randnum
12-25-2012, 12:19 PM
I will throw my weight behind you!

In addition to the above, we have a single issue to contemplate when it comes to crafting. It looks like multiple issues but it is just the same one multiple times. In order to make crafting useful, we need it to become a step in player advancement again, and not everyone may want that.

Cursed Gear is made while Abjurations are earned, we still see this a bit, but not much.
Food is complex and wears off when you die (which is a lot) making the rarest and the best food inefficient.
Crafting pop items like the Hakutaku Eye cluster is not really seen anymore.
Crafting items used for weakening bosses is not relevant except if the item is 'strong' enough to be highly required for the fight.
Items intended to be Rare/EX can't be crafted except through synergy, which many players apparently do not like?
Augments are completely disconnected from regular crafting in almost every way.

The issue, basically, is that for crafting to be relevant, crafters must be needed or give a meaningful advantage in more parts of the game, but this then means that an inability to find crafters to do the things that give this advantage would become a time sink and possibly annoy players.

Would it help crafting if the game's best gear for a Beastmaster required a Khimaira Jacket, Black Beetle Blood, some random lower level items, and finish it off by adding two Rare/EX items dropped from the bosses through a single Synergy? Yes. Would it also annoy players that would prefer for the awesome new jacket to simply drop from the boss? Also yes.

My actual suggestions for this are simple though.

1. Make more bosses with powerful Aura effects (hopefully will see this in Adoulin) and lots of varied items players can use to nullify these Auras.
2. Make it so that food doesn't wear off when you die. We know it's possible, Medicated doesn't wear off (also make Antacid more available)
3. Make food better to help cooks, and make more synths of all kinds that don't require subcrafts but instead require ingredients made by other crafts (we can see how well this works out for lower level players in the case of things like Copper Ingots).
4. Consider having more boss pop items craftable or work like this:
Regular enemy drops Tavnazian Ram Meat, which has 1 in 5 chance of popping boss when traded to ???.
Crafter could make Tavnazian Ram Steak, which has 100% chance of popping boss when traded to ???.

Choice then becomes a matter of which is more convenient to you, farming for a while, or knowing a crafter (or yourself) to speed up the process.
5. Minor, but for Alchemy, notably, upgrade the effects of Stat potions (e.g. Intelligence Potion) to some percentage increase, even if it's percentage of base or doesn't work in Abyssea, so they are somewhat relevant.


We as players could come up with any number of things, but what will always hold crafting back is the fact that every suggestion must be one that non-crafters see as a help, or a convenience, instead of getting in their way...

Siviard
12-29-2012, 05:58 AM
I would love to see more options made available for crafters of all trades to reach 110.

As it stands now, we have to rely on rare drops from Voidwatch, Legion, Abyssea, VWNMs, and Meebles in order to have a chance to raise our skills.

On one of my other characters, I have 105 Leathercraft and I am pretty much STUCK. I am having to constantly camp the Auction House for items needed to craft Hexed Boots (107 cap). The problem now is that those materials have become so overly expensive (to the point RMT have taken notice) that I, personally, cannot afford it.

What I would love to see: More options to raise crafts up to 110 and beyond (in the future). In terms of Leathercraft, I would love to see a new armor set based on Griffon Leather. Currently, Griffon Leather is only used as a skill up item, an item for a Gobbiebag Quest, and an item for a couple of relic weapon upgrades. It is not used in any synthesis recepies to make armor.

Mayonoshiro
12-29-2012, 06:41 PM
Cooking 101+ needs ridiculous amounts of HELM, which is only slightly better than the randomness of vw drops lol

Limecat
01-01-2013, 06:39 PM
Cooking 101+ needs ridiculous amounts of HELM, which is only slightly better than the randomness of vw drops lol

I ran around Fort Alphabet for a while trying to get dragon fruit until I started feeling part of my soul wither away and die.

Economizer
01-01-2013, 09:07 PM
HELM is actually another topic I'd like to address. It has a bunch of problems that pop up, although it can still be decent from time to time.

HELM areas tend to be lots of running interrupted by lots of messages about Sickles, Hatchets, but most of all Pickaxes breaking. The best areas for HELM tend to be areas that don't have a wide spread, and especially areas where the items are stackable. The worst areas make you run a convoluted maze between opposite sides of the zone, hoping to not get a "Your Hatchet breaks." message before being forced to run all the way back.

Then you have your non-stackables, such as logs and ores, and having to decide between dumping a Chestnut Log or Copper Ore because you didn't have enough skill to craft it (let alone HQ it) or didn't have the right amount of ore.


I ran around Fort Alphabet for a while trying to get dragon fruit until I started feeling part of my soul wither away and die.

This is another issue I'm suspecting, but I don't really have any solid proof on, and I think part of it is on the demand end.

Harvesting, especially when it comes to ingredients, tends to be sporadically bought on the AH on many servers. The ingredients might be worth 300k a stack (and this isn't just because they're rarely sold, but because the opportunity cost of gathering the ingredients, even if it is a more casual method, still is often vastly outpaced by even the most casual farming), but you can list them on the AH and never see them sell.

I don't know if this is from stingy crafters who don't understand that HELM can take effort too, feeling stiffed because some listings from two to five years ago are a tenth or so of the actual worth, or a more likely seeming scenario of people just expecting the ingredients to not be listed on the AH ever and skipping it. But the end result is someone does HELM once in a blue moon then gets stuck with clogged AH slots (or inventory if they use Bazaar) that never sell anything and just NPCing the ingredients in frustration.

Making the ingredients gardenable seems like a decent solution, but ultimately it could just drive the price down on the last profitable HELM drops, or lower the potential haul for an area, much like Voidwatch did to many logs (which in turn hurt cooks who also get ingredients from Logging).

And as a personal bit to add to your Cooking leveling woes, I've noticed that Karakul Leather tends to sell in singles, but rarely in stacks... perhaps Cooks can skill up from 105~109 using just a stack worth of singles making Dragon Tanks, but I find this hard to believe. Listing Karakul Leather in stacks on my server is an exercise in throwing away money most of the time... I'm guessing many cooks must farm the Karakul themselves to "save" money by spending their time.

Randnum
01-01-2013, 11:03 PM
While I certainly hate to play 'Devil's Advocate' for any improvements anyone wants, the problem with HELM is definitely mostly the distance between points. Harvesting Grauberg, for example, is only slightly annoying to me. People HELM to get things they need, the solution might actually be to make points more abundant/differently spaced and nothing more. The issue of the value of HELM results or the overlap with other places that drop a few of the items is harder to fix and less of an issue. We HELM because we need something and tend to get something else.

Other people don't HELM because it's frustrating because the points are too far apart and they don't profit.

The result is that when you have something rare you need from HELM, something that is probably only rare because the design is one where SOMEONE should be out there doing the gathering almost 100% of the time, we can't get it, because no one is doing HELM so the 'random' lucky hits from them aren't showing up on AH, so we have to go ourselves, but it's too rare for an hour of HELM by one person to matter.

If HELM were overall less annoying, more people would do it, more people would hit the lucky rare items more often and sell them, and everything would overall 'work', but then 'RMT could do it'. I don't think that's an argument though because RMT can do anything. There's nothing simplistic that you can make 'annoying to RMT' that won't end up annoying legit players who want to relax and do it. HELM is simplistic.

Economizer
01-06-2013, 08:46 PM
Cursed Gear is made while Abjurations are earned, we still see this a bit, but not much.

Abjuration gear tends to highly favor getting the HQ gear the first time, since you don't know when you'll see the abjuration again if it is truly rare.

If crafters want the NQ of these to sell, such as the products they get when leveling, they'll beg SE to allow an NQ piece of uncursed armor be allowed to be upgraded via a Synergy recipe and the HQ variant of cursed armor, which would allow players to buy the NQ now and upgrade to the HQ later when they have the funds, or in many players cases, lie to ourselves that we'll someday be able to afford the HQ while not feeling bad about wasting the abjuration on a crappy version of what we really want.


Crafting pop items like the Hakutaku Eye cluster is not really seen anymore.

These only really worked when it was gear many people wanted. Hakutaku Eye was popular for players because the Optical Hat was sought after, whereas Shrimp Lanterns catered to a very small and elite group of players, which in turn made the market roughly non-existent (it didn't help that it took three very high level crafts).

These days you have a few options to bring something like this back. One thing you could have is of course, new pop items and mobs.

Another you could have the old pop items augment older gear via Synergy. An augmentable Optical Hat that takes a Hakutaku Eye Cluster to augment it (or some tatter inspired Synergy split of one) would boost the price very easily.

Yet another could be a high-quality version of the drop that has a chance of dropping (the only clue I have on where Sublime Breastplate drops currently is a rumor that Shen can drop it for example), or will be guaranteed to drop when the old drop and the pop item are traded together. So for example, if you trade you Optical Hat and a Hakutaku Eye Cluster, you can fight Hakutaku again for a new super version.


Crafting items used for weakening bosses is not relevant except if the item is 'strong' enough to be highly required for the fight.

This is also a contradicting market too. If the fight doesn't require the item but is helped by it, the toughest groups will skip it to save money, and the weaker groups will be too poor to buy the item at any amount that would provide enough gil to pad out the crafter's pride.

Basically, groups that can afford such an item don't need it.


We as players could come up with any number of things, but what will always hold crafting back is the fact that every suggestion must be one that non-crafters see as a help, or a convenience, instead of getting in their way...

Speaking of which, I'd like to see an equipment piece that boosts the kill credit players get on Magian Trials by like one per kill, that could be crafted. It wouldn't be anywhere near necessarily, but it would be a nice little item to have.

Toadie-Odie
01-06-2013, 09:15 PM
Stewpot Mastery could use more varied and more exciting recipes, and probably a PR agent.

I don't know about a PR agent, but I REALLY like the idea of food that effects the entire party. If SE could give us even so much as one well-rounded dish, I would be very happy along with the rest of Team Toad.

Since everyone in Team Toad are tarus I would like to see an item that gave the party regen, refresh, defense+, HP+ and maybe Store TP or Subtle Blow.

I know it's not "epic food" but when you have a tight knit group like mine (all family in RL) we just want to have fun and food items like these could make our playtime a little easier. Epic food (like red curry and hydra kofte) should be reserved for epic battles.

Party foods should be simple to make - like a pot luck dinner is in real life: everyone brings something to the table to enjoy.

I'm the cook for my team. I make all the food, pet food, and pet jugs we use. It would make me so happy to see more versatile party effect foods in the game. It would save us space, time, and gil.

Economizer
01-07-2013, 10:38 AM
Since everyone in Team Toad are tarus I would like to see an item that gave the party regen, refresh, defense+, HP+ and maybe Store TP or Subtle Blow.

Crab Stewpot (HP +10% (Cap: 50@500 Base HP), MP +10, Defense +20% (Cap: 50@250 Base Defense)).

Beef Stewpot (HP +10% (Cap: 50@500 Base HP), MP +10, Attack +18% (Cap: 40@222 Base Attack)).

Something with Store TP like a Pasta Stewpot would probably be likely, but Regen/Refresh type foods would be more towards drinks (consumable kegs come to mine as an option to make this happen, such as a Kitron Juice Keg, or a Dragonfruit Au Lait Keg).

Toadie-Odie
01-07-2013, 07:50 PM
I was thinking just one item to do all that but you know, I can see myself using the keg item for my party. I can already hear the snickers ripple through my family over a party effect keg item - well unless they called it a barrel.

Maybe I was to greedy in my wish. ^^; One item to do all of that would end up in the epic food line, wouldn't it? So I would settle for a drink that gave both regen and refresh and if it could effect the entire party I would be very happy.

Rustic
01-09-2013, 02:13 AM
Abjuration gear tends to highly favor getting the HQ gear the first time, since you don't know when you'll see the abjuration again if it is truly rare.

If crafters want the NQ of these to sell, such as the products they get when leveling, they'll beg SE to allow an NQ piece of uncursed armor be allowed to be upgraded via a Synergy recipe and the HQ variant of cursed armor, which would allow players to buy the NQ now and upgrade to the HQ later when they have the funds, or in many players cases, lie to ourselves that we'll someday be able to afford the HQ while not feeling bad about wasting the abjuration on a crappy version of what we really want.

You want to improve the "use" of NQ cursed pieces- do things like give them the option to be traded in for a solid chunk of guild points, regardless of what the normal item is. If your HQ's are being bought and your NQ's are being either traded in at a good clip towards 150K/200K guild items or even for a stack of HQ signing crystals...well, then there's that much more of a useful market for them. Upping their odds of successful desynthesis would help as well- if you could salvage something expensive with some reliability, people would be cracking their hexed jackets hoping for a Penelope's Cloth or the like. Say, 10K GP per, once per day, minimum Veteran skill to turn in?

Kincard
01-09-2013, 10:14 PM
I've only browzed the thread mostly, but I like the ideas the OP is coming up with. More useful high-end crafts are welcome.

I don't think lowering the requirement/difficulty to 110 is a good idea. If it was easy to reach 110 then crafting would soon be pointless (profit-wise) because the market will be flooded with crafters that can T1 hexed-1 armor, which defeats the whole purpose.

Making NQ hexed augmentable would greatly reduce the value of HQing your hexed gear, once again making high level crafting pretty pointless.

Godofgods
01-10-2013, 03:10 AM
Having just did a round of sleep and bloody bolts one by one, ill definitely say that i would love to see Boltmaker adjusted.

Combining bolt/arrow synths should be the best KI a woodworker can get. Yet due to the forced no hq, it is the most irrelevant KI around for woodworking. Its really a shame...

Economizer
01-10-2013, 08:54 AM
Some crafts have really easy roads to 110, some have brutal roads that are entirely dependent on HQing in order to not hemorrhage gil.

It's really hard to say if they should be made easier or not. Another thing that comes to mind is the pop from 100-110 in levels, you go from 75 to 99 without a large gap. Additionally, there isn't much craftable gear anymore that can be worn for a good twenty or more levels that has a big impact like the Noble's Tunic was to a 75 White Mage for example.

If someone walked in without a sense of history on the game, they'd be able to tell very easily from crafting alone that there was a level cap at 75 due to the huge pop that crafting has, and this isn't exactly nice looking design. Since it is hard to say what a good solution would be, or if it even needed a good solution, without a lot of discussion and thought, I'll hold off for now.


Making NQ hexed augmentable would greatly reduce the value of HQing your hexed gear, once again making high level crafting pretty pointless.

Do you just mean being augmentable with those honor items? Did someone suggest this? I'm not quite sure I'm following.

I still will reiterate my hopes of seeing an uncursed/unhexed piece of Abjuration gear be allowed to be upgraded to the +1 with the HQ piece using a Synergy recipe in order to allow players to buy the NQ now, upgrade later, without wasting rarer abjurations.

Kincard
01-10-2013, 01:24 PM
Do you just mean being augmentable with those honor items? Did someone suggest this? I'm not quite sure I'm following.

Yeah. A couple people (I'm not sure if I saw that in this thread but I've seen people say it before) suggest that NQ Hexed be able to get weaker augments from Honor similar to how old world NQ Abj can get weaker augments, but in practice this actually makes a lot of the HQ hexed lose a lot of their appeal. It will certainly make NQ Hexed move off the AH and earn you back the loss of materials, but you'll lose out on the big $$$ when you manage to -1 a piece, so it's down to what people want it to be like.

Personally, I think the idea of hexed-1 being way better than hexed is a good idea, but the implementation was bad in the sense that the NQ hexed is almost all bad. I think the only one that's remotely good is the Auspex Gages.


I still will reiterate my hopes of seeing an uncursed/unhexed piece of Abjuration gear be allowed to be upgraded to the +1 with the HQ piece using a Synergy recipe in order to allow players to buy the NQ now, upgrade later, without wasting rarer abjurations.

The only way this would work, I imagine, is if you made the synergy recipe use the corresponding hexed-1 gear, EX:

Tenryu Tekko + Hexed Tekko -1 = Tenryu Tekko +1

I guess this is what you suggested earlier. I wouldn't mind it.

Economizer
01-10-2013, 03:21 PM
Personally, I think the idea of hexed-1 being way better than hexed is a good idea, but the implementation was bad in the sense that the NQ hexed is almost all bad.

It doesn't help that abjurations are really hard to get if your not in a Legion group.

NQ Hexed is not only bad, but you waste an abjuration on it. Why waste an abjuration on garbage? I don't even understand how there is a market for NQ Hexed gear at all currently.


I guess this is what you suggested earlier. I wouldn't mind it.

This is correct. The idea is that players shouldn't be punished for buying NQ Hexed gear, especially if they're a semi-casual player who will pretty much only ever get the Abjuration once. This way, you'll at least have the hope of someday getting to be able to upgrade it, but still be able to buy the garbage NQ Hexed gear without wasting your valuable abjuration, only a couple million gil that skilling crafters will need to recoup crafts.

Economizer
01-11-2013, 10:37 AM
You should make it so batteries, wind fans, and hydro pumps can be used with any weapon to elicit their effects.
These items don't actually possess any effects; it just enables the special weapons to elicit their effects when consumed. In other words, from a system perspective, just equipping these items cannot bring out an added effect. With that said, we will look into some different kind of way to do this for existing weapons.

Perhaps we could see some new weapons and armor that utilizes these items? Charged Ammunition like Fans, Batteries, and Pumps haven't seen much usage in ages, and it would be nice to see some more usage then just a handful of low level weapons that nobody uses.

Something that comes to mind is a strap or shield that has enhanced effects when combined with these weapons. For an example, here are some theoretical abilities such an equip could have:


Charged Strap
99 All Jobs
Haste +1%
Fans: Double Attack +4
Batteries: Store TP +8
Pumps: Subtle Blow +10

Perhaps other charged items with other elements could be introduced as well.

There could potentially also be armor that exploits the power of Charged Ammunition as well, such as a neck piece with stats like this:


Charged Torque
99 All Jobs
Fans: Increases Blink Effect
Batteries: Increases the effect of Spikes Spells
Pumps: Increases Aquaveil Effect

These are just very rough examples however, there are many possibilities for these Charged Ammunition items to make a return.

Rustic
01-12-2013, 01:35 AM
Perhaps we could see some new weapons and armor that utilizes these items? Charged Ammunition like Fans, Batteries, and Pumps haven't seen much usage in ages, and it would be nice to see some more usage then just a handful of low level weapons that nobody uses.


If they'd ever put Chemist in, those sorta things would have been right in line for wider use- as it is, they ended up "gimmick" items that rarely got use elsewhere. I could have seen a pile of Chemist only Marksmanship "guns" that used them for ammo.

Zarchery
01-12-2013, 05:33 AM
As an avid alchemist who finds his craft more profitable and more useful than it used to be, my only input is this: viable skill up paths to 110 for ALL crafts. The items higher than 100 in alchemy require ingredients that are super expensive if they're available at all. I don't mind losing a little money in a crafting stretch, but I can't spend millions of gil and months of time for a single level. That's just absurd. The crafting cap was raised almost a year ago, and levelling up past 100 is still prohibitively difficult? That's a major league oversight.

Rustic
01-15-2013, 03:14 AM
As an avid alchemist who finds his craft more profitable and more useful than it used to be, my only input is this: viable skill up paths to 110 for ALL crafts. The items higher than 100 in alchemy require ingredients that are super expensive if they're available at all. I don't mind losing a little money in a crafting stretch, but I can't spend millions of gil and months of time for a single level. That's just absurd. The crafting cap was raised almost a year ago, and levelling up past 100 is still prohibitively difficult? That's a major league oversight.

Leveling up to 100 was generally a supreme pain in the rear pre-110 increase. That it's as it is now for 100-110 doesn't surprise me in the least.

If they jump it to 120 for Adoulin, I expect we'll see 100-110 become easier and 111-120 be equally arduous.

Economizer
02-05-2013, 02:39 PM
Crafted items and medicines don't generally add as decent buffs as they did at 75 cap, whereas certain NM drops do, such as the Oynos Knife's Haste.

This could be remedied to make consumables whether they're items with charges or usable items more useful. Some ideas:

Alchemy

Haste Paste
Haste isn't hard to get these days, and players can even buy this buff for tabs. So why not let rich players be able to solo slightly better? Fairly expensive. 15% Haste, 3~5 minutes, stackable.
BarELEMENT Ointment
Barfire Ointment, Barblizzard Ointment, Baraero Ointment, Barstone Ointment, Barthunder Ointment, Barwater Ointment. Gives up to whatever the item does in Ballista or 70 elemental resist, whichever is less or level appropriate.
Blink Powder
Stacks to 12. Long use time. Gives two blink shadows.
Stoneskin Dust
Stacks to 12. Long use time. Gives 1/4 of the players health or 350 HP Stoneskin, whichever is lower.


Bonecraft

Scapegoat
Double duration on Scapegoat to match Reraise drinks and items, or make it stackable.
Snake-Eyed Hunter Die
A defective Ranger Die that always roles a 1.
Hunter's Roll (Accuracy +10) for 3 minutes. Does not give job bonus. Can be overwritten by a Corsair. Lengthy cool down.
Snake-Eyed Chaos Die
A defective Dark Knight Die that always roles a 1.
Chaos Role (6.3% Attack) for 3 minutes. Does not give job bonus. Can be overwritten by a Corsair. Lengthy cool down.


Clothcraft

Erase Lace
Neck piece with charges of Erase. Self-target only. Fairly lengthy first-use cooldown.
Utsusemi Band
A Blink Band, but with Utsusemi shadows instead of Blink Shadows. Provides 4 shadows.
Gauze Pad
A gauze pad for removing bleeding wounds. Removes some forms of DoT damage from the user. Takes a few seconds to use. Stackable.
Silencing Pads
Silencing pads for shoes in a party size pack. Sneaks the user's party. Stackable.
Ear Plugs
Ear plugs developed by the Tarutaru to silence the overplayed pop compositions of the Yagudo in Giddeus. Removes a negative song effect from the user. Stackable.


Cooking

Smelling Salts
Removes status ailments from pet.
Mage Food
Food that actually buffs mages outside of just giving them defense (not that also giving defense wouldn't be nice too).


Goldsmithing

March Earring
Gives Advancing March (6.3% Haste). Charges last 3~5 minutes depending on balance. Can be overwritten by a Bard. Buff remains if earring is removed.
Madrigal Earring
Gives Sword Madrigal (+15 ACC). Charges last 3~5 minutes depending on balance. Can be overwritten by a Bard. Buff remains if earring is removed.
Paeon Earring
Gives Army's Paeon VI (7HP/tic). Charges last 3~5 minutes depending on balance. Can be overwritten by a Bard. Buff remains if earring is removed.


Leathercraft

Hobby Chocobo
It looks so real, you cannot help but feel yourself going faster!
Grants Quickening (12.5~25%). Stackable.


Smithing

Adhesive Spikes
Gives a random Spike Spell effect. Stackable. Potency based on INT.


Woodworking

Wand Toothpick
A toothpick made from the remnants of an old wand.
Food effect. Increases Magic Attack Bonus, for example, Magic Attack Bonus +floor(Elemental Magic skill / 10).

Economizer
02-10-2013, 08:24 AM
You know what I'd like to see craftable?

Bandoliers. Like the Bandolier in Gustaberg that drops in the caskets- they'd have X charges and spit out a stack of 99 bullets every Y number of hours when used, as a belt with appropriate +RACC/+RATK/AGI bonuses as the bandolier got higher in quality.

Adjust the dispense time of the Bronze Bandolier found in the Gustaberg chest down from 24 hours to 1 hour, since it has limited charges.

Make Bandoliers with 8 bullet pouches each that have bonuses to ranged attack and accuracy as long as the bandolier has bullets left in it. They should take some item resembling a belt and seven bullet pouches to craft. Easy recipe to implement. Could either be Leathercraft, Smithing, Goldsmithing, Clothcraft, or even Synergy.

esmrambo
02-12-2013, 09:25 PM
What about skillups. It is so frustrating to farm supplies and do 12 synths and get no skillups at all. I am lv 65 leathercrafter making coeurl leather (cap 71) and get about 5% skillup rate. Considering that the highest drop rate is 17% on the hides means ~6 hours of farming for each level and having to find something to do with 50 stacks of coeurl leather.

Rustic
02-13-2013, 01:54 AM
Adjust the dispense time of the Bronze Bandolier found in the Gustaberg chest down from 24 hours to 1 hour, since it has limited charges.

Make Bandoliers with 8 bullet pouches each that have bonuses to ranged attack and accuracy as long as the bandolier has bullets left in it. They should take some item resembling a belt and seven bullet pouches to craft. Easy recipe to implement. Could either be Leathercraft, Smithing, Goldsmithing, Clothcraft, or even Synergy.

Or all of the above and then some. You could also use them for those absolutely-never-used "grenade" throwing weapons as well. Say, six of them + (crafted recipe) = pouch (use: dispense grenade). Seven pouches + bandolier = bandolier that goes into the ranged slot and fires off it's "ammo" charges with each throwing attack until it's expended, at which point it's latent (must have at least one shot remaining) stat bonuses shut down. Naturally, it'd be +RACC/+RATK/+AGI stuff.

Leave bullet bandoliers as waist items with similar latents (must have at least a "charge" remaining loaded in the belt and you're looking at some really nice stuff to work with.

Rustic
02-13-2013, 01:58 AM
What about skillups. It is so frustrating to farm supplies and do 12 synths and get no skillups at all. I am lv 65 leathercrafter making coeurl leather (cap 71) and get about 5% skillup rate. Considering that the highest drop rate is 17% on the hides means ~6 hours of farming for each level and having to find something to do with 50 stacks of coeurl leather.

If you're going to be trying to do an incredibly difficult synth at a level where skill gains drop off so badly, may I suggest that you do a -little- more research on "what to do with 50 stacks of coeurl leather" if they're REALLY burning that hole in your inventory?

Coeurl Cesti are cap 72 and vendor for a respectable 2K or so each. Enjoy. And just wait till you hit the 90ish range and start treating a 0.1 skillup like you won the lottery...

Economizer
02-13-2013, 02:46 AM
What about skillups. It is so frustrating to farm supplies and do 12 synths and get no skillups at all. I am lv 65 leathercrafter making coeurl leather (cap 71) and get about 5% skillup rate.

Skill up food does wonders, and I've heard the Shaper's Shawl gives a 25% boost to skillups, although good luck getting one.


Considering that the highest drop rate is 17% on the hides means ~6 hours of farming for each level and having to find something to do with 50 stacks of coeurl leather.

Drop rates are a little bit higher according to FFXIDB. Still, someone else would be able to farm the hides for you if only they could stack, but since they can't, the AH isn't exactly a stable option for selling such a large quantity. So really, if I could change anything to improve crafter's situations, it would be this.

Crafting is a bit of an investment, so sometimes you end up with junk you can't use. That said, I dunno about your server, but Coeurl Leather sells for about 40k a stack at a reasonable speed on mine (Bonecrafters need it for a pair of sets). You could also hold onto it for crafting the Coeurl Jerkin Set, which while it isn't useful, is later crafted into other pieces, such as the Ogre Jerkin Set, or to make a Dusk Mask. Still, it would be nice to see stuff that isn't this useful have more high level usage, such as being able to make some sort of consumable item out of Coeurl Leather since the gear it used to make is mostly obsolete.

Sargent
02-15-2013, 04:07 AM
As an avid alchemist who finds his craft more profitable and more useful than it used to be, my only input is this: viable skill up paths to 110 for ALL crafts. The items higher than 100 in alchemy require ingredients that are super expensive if they're available at all. I don't mind losing a little money in a crafting stretch, but I can't spend millions of gil and months of time for a single level. That's just absurd. The crafting cap was raised almost a year ago, and levelling up past 100 is still prohibitively difficult? That's a major league oversight.

Completely agree, 1m+ per synth to skill up on past 104 is obsurd, especially when you make a loss on every NQ. Just add some medicine into 100+ recepies.

Godofgods
02-18-2013, 01:49 AM
And just wait till you hit the 90ish range and start treating a 0.1 skillup like you won the lottery...

oh.. so ture...

Zarchery
02-18-2013, 10:14 PM
Leveling up to 100 was generally a supreme pain in the rear pre-110 increase. That it's as it is now for 100-110 doesn't surprise me in the least.

I remember that, but 90-100 never had anything on 100-110. For the last few levels of alchemy, back in 2006, I remember going to Zvahl to farm ahriman wings for pro-ethers. It was slow, and it cost me some gil, but I made it eventually. These days it's just.... ugh. Someone suggested I try Malison Medallions. I checked the AH just to try to do one synth to make a Malison for my personal use. I couldn't find all the ingredients. Yet I'd have to do DOZENS to skill up. Why did they even raise the crafting cap if you can't reach the cap? It's like if they'd raised the XP level cap from 75 to 99 in one update, but never introduced Abyssea or Grounds of Valor, or any new mobs at all, and you eventually had to settle for 18 XP per shot on EP mobs.

Louispv
02-19-2013, 04:03 PM
Leveling up to 100 was generally a supreme pain in the rear pre-110 increase. That it's as it is now for 100-110 doesn't surprise me in the least.
90-100 it took you 4 million gil to gain a whole level. 100-110 4 million gets you a single synth. And that's if there are even any ingredients to buy in the first place.

90-100 you could make panther masks to get to 100, then try to make money by HQ'ing dusk gloves. 100-110 you have to skill up on today's dusk gloves.


If they jump it to 120 for Adoulin, I expect we'll see 100-110 become easier and 111-120 be equally arduous.
That'd require them to make the 100-110 synthesis materials to drop from abyssea gold chests, or another equivalent. Because without flooding the market with that material, 90-100 wouldn't have gotten any easier. One could argue that it would have gotten even harder, since not only would the materials be the same price, there'd be less of them available due to lower demand for the end result.

Rustic
02-20-2013, 03:57 AM
90-100 it took you 4 million gil to gain a whole level. 100-110 4 million gets you a single synth. And that's if there are even any ingredients to buy in the first place.

90-100 you could make panther masks to get to 100, then try to make money by HQ'ing dusk gloves. 100-110 you have to skill up on today's dusk gloves.

*nods* S-E seems to like to choke endgame crafting by making it totally depend on HNM/event raw materials. Since there's no way no matter how expensive to acquire these materials in large amounts...100-110 (and if it happens, 111-120) are mad levels.

I was sitting in Bastok with a fellow named Fasaga trying to get the last .1 or so for a skillup to (I recall) 104 or so.

No Shaper's Shawl. I swear, before I go anywhere past Artisan, I'm snagging one knowing just how horrifying the top levels are to skill into. Even if it's 1% better odds, that's still saving millions.


That'd require them to make the 100-110 synthesis materials to drop from abyssea gold chests, or another equivalent. Because without flooding the market with that material, 90-100 wouldn't have gotten any easier. One could argue that it would have gotten even harder, since not only would the materials be the same price, there'd be less of them available due to lower demand for the end result.

I'm expecting that if we see 120, 100-110 will get some new Adoulin recipes with local materials. That keeps Abyssea stuff that's supposed to be crafter-elite from crashing, but gives people chances to "catch up" before hitting the 111-120 wall again.

Godofgods
02-22-2013, 04:31 AM
No Shaper's Shawl. I swear, before I go anywhere past Artisan, I'm snagging one knowing just how horrifying the top levels are to skill into. Even if it's 1% better odds, that's still saving millions.

I agree with that. Iv had 100ww with capped subs for a while now, but I'm not bothering touching the 100-110 without a shawl. Such a drastic price increase, and rare materials. I may not even do it for a long time even if i had the shawl. (Of course since i hate fishing, its looking farther and farther away)

Rustic
02-23-2013, 01:16 AM
I agree with that. Iv had 100ww with capped subs for a while now, but I'm not bothering touching the 100-110 without a shawl. Such a drastic price increase, and rare materials. I may not even do it for a long time even if i had the shawl. (Of course since i hate fishing, its looking farther and farther away)

You don't need more than Fishing 26 to open "Inside the Belly". Then it's just buying fish and hoping for the Shawl.

Godofgods
02-23-2013, 03:43 AM
You don't need more than Fishing 26 to open "Inside the Belly". Then it's just buying fish and hoping for the Shawl.

At 250-300k+ a fish, and reports of ppl around 0/200 thats not something I'm eager to try atm.

I thought u had to be minimum of 28 to do the quest. That only as much as +2 equip could be added to your lvl for this quest. (takes 30 to start)

Miiyo
02-23-2013, 07:28 AM
Doesn't matter what it is, some responsibility needs to be taken. Making it possible to super level up killed the crafting market and nothing was done. 70%+ of what can be made to try to skill up is hard to come buy and not close to being as profitable as it is expensive to make.
New abjurations make me want to kick someone in the face. For the difficulty and price of making a +1, E V E R Y single piece of new abjuration should be epic. Alas... we have my signature >.>b

luso1988
02-25-2013, 12:24 AM
ok first off
this is coming from a Returning player from over 10 YEARS AGO
back then EVERYTHING was hard and people dreaded dieing becuase u die too much and people see it , and no one will invite you too there party at this point.
now no one cares....
anyway on too the topic at hand
Crafting / Conquest ITEMS / General UPDATE
What the hell is the point of Crafting or conquest items now?
besides the super high lvl crafts and the warp/reraise scroll " aside from these " there isnt one im told

1: Make Ore Stack to 12 . everything else is stackable for %$#^# sake

2: Make an Optional bag for miners / loggers / harvestors " only ore / lumber / wood / plantss can be placed in it" Space Crafting total Levels * 1

3: Add New Items too the Conquest Item List , Update them an Include new ones Even Genaric ones....

4: add Items Conquest voucher too conquest npc shop
" trade 10/1 conquest to voucher - trade conquest voucher too npc for item " item will auto bound "
and becuase it auto bounds no effect on the econemy other then lose of sales...
no more gill will be pumped into the system from this nor can the item be sold just as leaping boots

5: make item - Moogle whistle or something - Calls Moogle too pickup items - fees apply
number of zones * your total job lvls * 100

6: Update the Mog house , Add a Linkshell Wherehouse " Sharing items space "

7: Update the Mog house , make the room bigger and Remove the mog from the house... you already have the ability to bring up the menu and use mog ... or at least move em to the corner and DELETE the dam rug

8: Give Option in Shops too buy more then one ore at a time " if they stacked to 12 or 30 you could just buy em ...

9: Increase the price of Coper ORE 8 a piece is outragus , consittering they sell for 100 on maarket ,
and 4 of them+FC make u 2k

10: Give Aby a Limited runs per WEEK , your flooding the people with EASY money making everything else pointless

11: Keep the Warp Moogle in the citys , don't remove them

12: make Book Burns LIMITED per DAY , i played for almost a year last time
i never made 50
i started again 4 days ago and im now 55 DRK , i didnt even have a ADV job last time

13: Update the Gardending and Chocobo System too give better or more frequent Rewards

14: quit this nonsince called FF14

15: update Games Grafics

16: Reduce Cool down on Normal NM's seeing as you can go too aby and fight them all the time
why should non aby players have to wait 8 hours?

17: add Proper Decriptions too the real REQUIREments of Abyssle and such
exsample dont go in till 75+ " available 30? thats all marketing and you know it.

18: add Bot Check Spawn " monster apears are you human? yes no? type yes or no...
if you dont answer within 10 minutes you will be moved too a city
repeated failure in a day will resualt in Death Cast and lose of EXP after like the 4th time
prevents botters , this needs too apply too Fishing too , i dunno how they did it

but i ran into 15 people with similar names , same poles same fishing gears , casting and recasting at the SAME time . that Reaks BOT

Rustic
02-26-2013, 04:36 AM
At 250-300k+ a fish, and reports of ppl around 0/200 thats not something I'm eager to try atm.

I thought u had to be minimum of 28 to do the quest. That only as much as +2 equip could be added to your lvl for this quest. (takes 30 to start)

When a single skillup can literally be millions of Gil, I'll take my chances at upping my odds early.

Louispv
02-27-2013, 03:12 AM
When a single skillup can literally be millions of Gil, I'll take my chances at upping my odds early.

Yeah, even if it takes 100 matsya to get the shawl, that's 40 million gil. At 6 million per synth trying to skill up, if it saves even 7 synths it's already made you money.

Rustic
03-08-2013, 12:31 AM
Yeah, even if it takes 100 matsya to get the shawl, that's 40 million gil. At 6 million per synth trying to skill up, if it saves even 7 synths it's already made you money.

Just to give people a simple example of "what it's like to craft with a Shaper's Shawl":

http://i1088.photobucket.com/albums/i327/va_wanderer/craftingwithshawl_zpsd56ca2a7.jpg

Ayrlie
03-11-2013, 02:16 PM
There has to be an easier method of getting certain cooking ingredients for skill levels 100-110. HELM has drove me crazy to the point I quit doing that in favor of camping the AH for Cerebus and Dragon Meats and making Red Curry to 101 and Smoldering Salisbury Steak to 110.

Louispv
03-11-2013, 04:30 PM
Just to give people a simple example of "what it's like to craft with a Shaper's Shawl":

That's not shawl, you'd skill up just as quickly without it. Synthesis skill ups get rarer the higher the level the synth. I got alchemy from 1-40 in a couple hours, but then it took leather 80 or so synths to get one+0.1 at 80.

Though like I said, just a couple saved synths, even an imperceptable +1% increase, breaks even for you at higher levels.

Rustic
03-13-2013, 01:05 AM
That's not shawl, you'd skill up just as quickly without it. Synthesis skill ups get rarer the higher the level the synth. I got alchemy from 1-40 in a couple hours, but then it took leather 80 or so synths to get one+0.1 at 80.

Though like I said, just a couple saved synths, even an imperceptable +1% increase, breaks even for you at higher levels.

I've done +4/+5 cap skillups before. Even in the high 20's, you don't get that constant stream of skillups. At that point, he was literally 100% on skillups for every single successful synthesis. Normally, it's more like 50-65% or so. Heck, for an example from when I was doing Alchemy.

Cap 29 item. started at 21 skill with Adv. Imagery for an effective 24 skill.

21-22 took 20 synths. Two of these were .2 gains. Six were .1 gains. Five were failures.
22-23 took 15 synths. Again, 2 were .2, six were .1 gains. Four were failures.
23-24 took -thirty- synths. One was .2, eight were .1 gains. Nine were failures.

Total synths from 21-24: 65 crystals. 18 failures, five .2 gains, twenty .1 gains. Compare that to the ram leather + shawl pic above.

Ziyyigo-Tipyigo
03-13-2013, 06:26 AM
There has to be an easier method of getting certain cooking ingredients for skill levels 100-110.

Walk of Echoes!

/duck

Economizer
09-23-2014, 11:18 PM
I'll mostly just focus on what has changed in any way that was on the suggestion list. If it isn't listed, it is likely because almost nothing has changed:

Economizer
06-30-2015, 05:45 AM
Gonna necro this one, with a bonus post about potions.

Potions need fixed.Sure, people eat Echo Drops, Remedies, Panaceas, Holy Waters, and even Hi-Elixirs occasionally, but for the rest of them, potions are lackluster. Granted, not everything can be a Dawn Mulsum, but certainly potions can be better.

First off, the effect where you can't use abilities or items after using certain potions needs to be removed across the board. Period. From there slight adjustments could be used as follows:

Potions




Keep in mind that first and foremost, low level characters using Potions is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

For potions, making Potions, Hi-Potions, and X-Potions stack to 12 would be a great first step. Drops should stack to 99. Remove Medicated from Drops. Reduce the usage time on Max-Potions to instant, with a 15 second Medicated Effect.

As a side note, reformulate Blood Bolts to be competitive with potions at higher levels after they've been adjusted.

Ethers




Keep in mind that first and foremost, low level characters using Ethers is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

As you might notice, you can get a stack of Mulsum and eat the entire stack in about 12 seconds for 120 MP. This really sets the stage for how terrible Super Ethers, Ether Drops, and Hi-Ether Drops are. Additionally consider that (Hi-)Elixirs give between 25% and 50% of MP back for a ten second use timer.

Removing the medicated status for drops would be a great start. Ether Drops and Hi-Ether Drops would stack to 99, their recipes would be adjusted to produce more, and restored MP increased to be in line with Ether +1 and Hi-Ether +1 like their potion analogs.

Then, make Ethers, Hi-Ethers, Super Ethers all stack to 12 next. Reduce the use time on all of these medicines. Ethers and Hi-Ethers should be instant, with Super-Ethers being 3 seconds to use.

Make Hyper Ethers and Pro-Ethers give out a percentage of MP (with the current values as as a floor if the percentage value would be too low), as follows, Hyper Ethers - 10%, Pro-Ether/+1/+2/+3 - 20/22/25/33%. This makes them competitive but not entirely better than Elixirs - if you need quick MP you take a Hyper or Pro-Ether, but then you're Medicated. If Elixirs are allowed to stack, these should stack as well.

Elixirs


Elixir Vitae - 3%, 2s
Elixir - 25%, 10s
Hi-Elixir - 50%, 10s


Elixirs and Hi-Elixirs are actually pretty decent. You have trade offs of ten seconds to use them up front, but in exchange you get a massive chunk of HP/MP back.

If there is any issue, it is the lack of being able to stack. Please make these stackable to 12. After this, consider lowering the resale value to NPCs.

Stat Boost Potions


Strength Potion
Dexterity Potion
Agility Potion
Vitality Potion
Mind Potion
Intelligence Potion
Charisma Potion


These often forgotten potions give +7 to a single stat for three minutes at the cost of medicated for fifteen minutes. The only problem is there are now spells that can give up to +25 of any given stat. Remove the medicated effect, make them stack to 12, and have the buff count as the same effect as a Boost-Stat spell (thus you can't have both).

Stat Boosting Drops


Red Drop (STR)
Purple Drop (DEX)
Green Drop (AGI)
Yellow Drop (VIT)
Blue Drop (MND)
Clear Drop (INT)
White Drop (CHR)
Black Drop (Warp)


Not usually craftable, these drops give +5 to a single stat for ten minutes at the cost of medicated for thirty minutes (or an hour for the Black Drop). The same issue applies as the above stat potions. Remove the medicated effect, increase the duration to thirty minutes, and have the buff count as a Boost-Stat spell.

Icarus Wing

Stackable with a three second use time that grants 1000TP or more (with Store TP), these also have Medicated 120 minutes.

Obviously this is a powerful item, but two hours is far too long of a cooldown. Reducing the Medicated time to fifteen or thirty minutes would be more appropriate.