View Full Version : Lift signle guild contract limitations?
HopefulNAPlayer
11-18-2015, 05:33 PM
Hi SE,
It was mentioned in a previous post by either Grekumah or Camate, that SE would consider allowing crafting restrictions to be eased, such that one character could level more than craft to 110 (aside from Fishing).
There has been no mention of this since. Has this changed?
Thank you!
iirc they did say in a previous post they were looking at making changes so that all crafts could go to 110
http://forum.square-enix.com/ffxi/threads/46481-Any-chance-of-removing-crafting-caps/page2
Gwydion
11-19-2015, 11:10 AM
iirc they did say in a previous post they were looking at making changes so that all crafts could go to 110
http://forum.square-enix.com/ffxi/threads/46481-Any-chance-of-removing-crafting-caps/page2
That's the post I had trouble finding. Thank you for sharing it again.
HopefulNAPlayer
11-19-2015, 11:39 PM
That's the post I had trouble finding. Thank you for sharing it again.
iirc they did say in a previous post they were looking at making changes so that all crafts could go to 110
http://forum.square-enix.com/ffxi/threads/46481-Any-chance-of-removing-crafting-caps/page2
Yes, thank you. I couldn't find this and would have included in my original post.
Grekumah
12-19-2015, 07:32 AM
There are no plans to allow characters to reach the maximum skill level for every type of craft.
The reason for this decision falls on two key points:
There are a large amount of players that use multiple characters that each have different synthesis masteries, and the impact on these players would be very large.
There would be a large amount of text and other aspects that would need to be revamped to adjust for the removal of skill caps.
While the first reason is an important decision making factor, it's the second reason that is the larger of the two.
Alhanelem
12-19-2015, 08:07 AM
The first reason only exists because of the limits in the first place though
While from an economic health standpoint I thin it's good that not everyone can master every craft, the fact that it's easily circumvented with additional characters or accounts makes those limits less effective.
Naturally, as Grekumah said, the technical aspects would make it hard to change now, SE should have seen this coming when those systems were designed.
So, my feelings about it are kinda mixed. ON the one hand, I think the current system is good for the economy (or rather, was when the economy was stronger), on the other hand, at the current time, most of the crafting in the game is done by the hardest core players that have multiple characters for crafting. SE doesn't want to punish these players, and I can understand that.
I'm not sure if I"m making sense or not. Lol.
Angemon
12-19-2015, 08:32 AM
So why say anything in the first place and get our hopes up? Of course they don't wanna punish these players, they love their extra dollars a month lol. At least remove the contract thing so we can get GP for any guild.
Snprphnx
12-19-2015, 09:00 AM
In other words, part of the reason is they don't want players to max out all crafts on their main accts, then discontinue service to their crafting mules/accts, because that would mean they'd lose money.
Raydeus
12-19-2015, 09:16 AM
Guess I'll just cross leveling crafts off my list of things to do to keep playing then. Just odd to mention all those players with crafting mules when the AH is empty nowadays save for non-craftable items and some ilvl crafted stuff.
Vanfrano
12-19-2015, 09:32 AM
Although we don’t have any specific time frame in place, we’re currently looking into a system where players can max out all of their gathering and crafting skills.
Why, oh why? ;p
HopefulNAPlayer
12-19-2015, 11:11 AM
Why, oh why? ;p
I would be so happy if just once, our hopes were raised and our expectations were met. I think, as players, we expect so little as it is :/
Enochroot
12-19-2015, 11:41 AM
This is pretty disappointing. I've already got 2 crafting mules and was holding off on doing more while waiting for the cap to be lifted. I'd rather the cap be lifted and eat the cost of having leveled those crafting mules. Please reconsider.
It really wouldn't punish existing players with alt crafts. I have everything but bone done, which I am starting work on now because I've put it off for years, and I'm not overly against the idea when it comes to others. Either you are a crafter, or you are not. I am not threatened by the occasional player who caps their crafts but doesn't have any alts to carry product or materials. In the end it's a change that means very little because a select few people will take advantage of it because they can. Let's face it: our crafted gear economy has been dead since Adoulin/ilevel from XIV reared it's ugly head. They swore up and down that they are two separate dev houses but it's clear that XIV elements and ideas were shoehorned into XI. Right now it means very little whether people can cap crafts on one character or not. The only reason I am against it is because I am well aware of what happens to a game economy when you permit people to cap all of their crafts, particularly when it's easy. But we've always been able to bypass the limits on alts. It's the overall cost that's kept the economy in check.
XI crafting has never been easy on players(though it's certainly gotten far cheaper), and we aren't exactly surrounded by 500,000 others anymore. But I don't think it's worth discussing any further. They don't want to do the work, and in any case it's a pretty meaningless effort to make when so few people will use it. *shrug* maybe some of you other master crafters can stomach taking up all crafts but one on your mains just so you can say you did it, but once to 100+ per char is enough for me. Ten years ago it would be incredible, but not anymore.
There's also the danger of a select few high end items today that would become trivial profit if people were allowed to cap all crafts, such as blurred weapons. Though, those were screwed the moment the dark matter tied to aeonic weapon or something logic kicked in. Saw that coming.
dasva
12-19-2015, 03:04 PM
I believe the system they talk about is making several crafting mules!!! Gotta get that extra dollar or 2 per player
Respectfully, this is how I read that response.
We would lose too much money from people canceling their crafting mules.
It would cost us money to edit some code and that compounds the first concern.
I shouldn't need to maintain several mule accounts for crafting - but I do... and this inaction ensures that I keep them active. So while it may make sound business sense, it annoys me because you continue to get money for mules I'd otherwise have canceled if I could cap all the crafts on my main. This inaction isn't for our benefit regardless of your politically correct wording.
This should be re-considered. If you need more money to motivate you then make a new crafting talisman item that I can BUY for $9.99 and the 'gift' I get is to max all crafting on 1 character on my Content ID.
VoiceMemo
12-21-2015, 10:32 AM
I've been holding out for leveling crafting on my mules because of the post back in July that said they were looking at ways to level them all on 1 char. I'd still keep all my mules because I use them all for storage of crafting materials, just it would be easier to go from 70 to 110 vs 0-110. So please reconsider SE, from a monetary standpoint, would be better for microtransactions to buy Rainbow Mog pells or another type of pell that lets us redeem for certain items. I know I would love to get at least 3 more rainbow mog pells to get some of the items I've missed.
Feary
01-13-2016, 03:12 PM
In other words, part of the reason is they don't want players to max out all crafts on their main accts, then discontinue service to their crafting mules/accts, because that would mean they'd lose money.
pay a dollar and level 5 crafts or save a dollar and skill up again to 110. hmm. ill spend that dollar.
YosemiteYogorockBlondelle
01-13-2016, 05:15 PM
pay a dollar and level 5 crafts or save a dollar and skill up again to 110. hmm. I'll spend that dollar.
So you would rather spend tons and tons of money on tons of characters to level all crafts? Boy, I'd hate to receive your huge very expensive monthly bill every month toughening it even more of my hard to earn money finances and must not be the type to care about going into debt all that much? I don't know about you but I'd rather put the cash to more beneficial real-life stuff then dropping it into a disappearing animation games scenarios to get further and in a way, its sort of like that pay to win scenarios peeps chat about and it's not exactly but kind of close to it, I guess.
I guess I sound upset but oh well for now and just letting you know I'm not upset but the thought of spending more of my hard to earn cash on something like that I think is ridiculous myself. :-D
In my own opinion, young/very young adults to teens aren't as money-conscious as more mature adults would be, it's what I think here.
Anyways, now let us get back to playing that game!! ;-)
Side note or Edit: Besides if you do pay that dollar for another character, you still have to take the time to still level a craft to 110 on that new character and myself I'd rather save on the dollar to do the same on just one character, LOL!!
Anyways :cool: really love it to be all crafts being maxed out only on 1 character and if it has to be more than one then ;) 2 characters at the most as the max limit!!
Mithlas
05-24-2016, 06:48 PM
Is there any chance this can be revisited?
BobbinT
05-24-2016, 07:35 PM
Although we don’t have any specific time frame in place, we’re currently looking into a system where players can max out all of their gathering and crafting skills.
There are no plans to allow characters to reach the maximum skill level for every type of craft.
The reason for this decision falls on two key points:
There are a large amount of players that use multiple characters that each have different synthesis masteries, and the impact on these players would be very large.
There would be a large amount of text and other aspects that would need to be revamped to adjust for the removal of skill caps.
While the first reason is an important decision making factor, it's the second reason that is the larger of the two.
Both replies kinda contradict each other. I'm confused... :?
Kensagaku
05-25-2016, 01:36 AM
Doesn't seem to contradict itself. They were looking into it, but then decided that they believed it was not feasible, thus they decided to make no further plans involving it.
YosemiteYogorockBlondelle
06-05-2016, 09:06 AM
Yeah, it was a great disservice decision in my opinion to all those suffering down to 1 or 2 character's that they'll only be able pay per month due to simplicity facts that other players crumpled these players alike abilities to live out their days doing max caps in crafting all crafts by buying more character's to do a simple one purpose warhorse machine operation of multiple's/over multiple character's which really does hurt those types of players in the long run and even when they made their final decision, came back with it, there were several players who changed their minds by that time about the whole situation of those owning multiple characters who even went into the opposite direction of they're previous decisions to keep it but in actuality came back into looking forward to doing this game change up for a smaller handier~dandy'er bill per month for a better enjoyment of the game! :(
There are no plans to allow characters to reach the maximum skill level for every type of craft.
The reason for this decision falls on two key points:
There are a large amount of players that use multiple characters that each have different synthesis masteries, and the impact on these players would be very large.
There would be a large amount of text and other aspects that would need to be revamped to adjust for the removal of skill caps.
While the first reason is an important decision making factor, it's the second reason that is the larger of the two.
Both replies kinda contradict each other. I'm confused... :?
:mad: Yeah, I'm still one of those who are majorly disappointed in this decision since it is really due to players thinking that this would have never changed and thus they all went ahead into being charged themselves even more money per month on multiple character's to do the rest of a great disservice in ever having it changed when it would finally come around to it actually happening. Now the 2nd reason being as the bigger of the two just seems like they became lazy on the whole idea over it being to much work and what happened to the definition of a hard worker no matter the odds? Anyways, as I was saying, just my 2 cents not to be rude or cruel but I know this article is an over with old news thing and was just commenting on my disappointment in an long over due in too many years in the making before they finally brought this decision forward into fruition thus this very extremely lately decision resulted in the out come of many player got tired of hoping for the change into moving forward by purchasing multiple character's but also resulted in players who did this work on them feeling they would be defeated in the purpose but not wanting the change to happen even if they could still potentially keep those characters around, keeping their characters as they are without leveling other crafts further in that lifestyle they wanted to play while the rest of us sit up here trying to go ahead a get leveled up in all craft's which just seems like a simple solution to keeping both player types and player styles happy it would seem as viable option to me! :cool: :D
Nyarlko
07-01-2016, 11:14 AM
As a possible compromise between the two factions, perhaps we can be allowed to master 2-3 skills per character instead of the 1x we are stuck with currently? Raising the "subcraft" cap to 110 for 1-2 additional crafts would hopefully be enough. Or perhaps removal of subcraft penalties for success and HQ rate? From my experience, most crafters I've played with don't really want "all" crafts masterable, we just want to not have to worry about failing on synths that require painful-to-acquire materials and/or a reasonable shot at HQ'ing.
Raydeus
02-16-2017, 04:53 PM
So, 6 months later. And the AH even emptier than before.
Can we have crafting limits removed now?