Page 10 of 30 FirstFirst ... 8 9 10 11 12 20 ... LastLast
Results 91 to 100 of 298
  1. #91
    Player GlobalVariable's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Arisingchicken
    World
    Odin
    Main Class
    PLD Lv 60
    2 Crafts at 100? won't make a significant difference. Absolutely do not allow a craft to exceed 100, but I don't see multiple 100's causing any problems - people already have mules for other crafts anyway. Crafting simply isn't worthwhile unless you HQ which is what started the whole spam your way to cap method of skill up in the 1st place. I noted the most recent batch of gear that is crafted has a wider gap (better stats) than usual between NQ and HQ results. And desynthing NQ's back into materials breaks to much to be worth trying, even with mogancement. What are we supposed to do with the glut of unwanted gear? FoV augments are not an answer to that, to random.

    Material availability has been a problem lately. We need reasons to craft without HQ being an absolute necessity, with the materials to do so acquirable within a reasonable timeframe. If none are on the AH it should not take me half a month to get a mining point to cough one up. And I have pretty much zero competition when I mine. I've tried all zones that even have the item I need as a mining result.


    I was pretty fond of the way abjuration crafts went, even the NQs were worth while for most players.
    (3)
    Last edited by GlobalVariable; 04-08-2011 at 08:42 AM.

  2. #92
    I'd say this is a spectacular idea. Ignoring the vast enhancement it would bring to Synergy, this change would open up a huge amount of possibilities for crafters.

    a question though would be concerning guild points, and whether or not you could be part of two guilds simultaneously. I'd hate to swap guilds and lose all of my hard earned GP just so I could get the other guild items (like aprons, furniture, etc). Would there be a way to tie the two together? Maybe through high level Synergy and dual 100 crafts, you could merge your GP items... so like a Smock that had both Goldsmithing and Smithing skill +1, or the same for the shades.

    Either way, it'll definitely make things easier for every crafter. I cannot see any downsides to this except for some economy fluctuations, but with most staple materials made easily available as random drops in abyssea, I'd imagine most of that will settle itself out quickly.
    (3)
    Sovereign of Diabolos
    http://www.etherealls.com


  3. #93
    Player Ecoop's Avatar
    Join Date
    Mar 2011
    Posts
    5
    Character
    Ecoop
    World
    Ragnarok
    Main Class
    RNG Lv 90
    I believe that raising the ability of crafts is an idea that needs to be thought about more. The main question that should be asked is, Why raise the cap? With so many items that are useless in the game now, what would be the purpose of raising a craft other then one that uses disposable items such as alchemy, woodworking, or cooking. If we are going to have a synergy system then all items used in synergy should need to be crafted to give meaning to what the old crafts are.

    Do away with breaks and losing all items. Its bad enough the items are hard to find let alone losing them to a break.
    (1)

  4. #94
    Player Cowardlybabooon's Avatar
    Join Date
    Mar 2011
    Posts
    184
    Character
    Cowardlybabooon
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Throw in some awesome items that require 100 skill in 2 crafts to HQ. So we can have something to spend our gil on other than food, holy water and echo drops.
    (1)

  5. #95
    Player RAIST's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    2,563
    Quote Originally Posted by Claquesous View Post
    With over 800 crafting levels under my belt, I think I'm qualified to give an honest opinion on the subject.

    I personally don't think raising the crafting caps will make much difference at all. As one or two people mentioned, there will probably be increased demand for some items temporarily for capped crafters to reach their new crafts. This would annoy me, but I assume the effect won't be that bad and won't be too long term. (Crystals on the other hand may get completely out of hand. More on this below.) Also some items will be able to reach new HQ tiers, but there are currently only a handful of these and none that are currently worthwhile.

    The change has a whiff of populism and desperation to me while failing to fix the true problems as I see them. Here are changes I'd much prefer to see:

    1. Get rid of material losses for synths where I'm above the cap. These are just incredibly frustrating. I think this is why breaks were (thankfully) completely removed from Synergy. (I understand that part of the game is luck, but bad luck is a lot more frustrating than a lack of good luck.)
    2. Give HQ results for more crafts. What I mean by this is that there are a lot of low level crafts like Sheep Leather or Cotton Cloths where you get HQ animations, but don't get any extra materials. These always seemed like a slap to the face especially when followed by a critical break of a synth where I'm 100+ over the cap. I think adding some extra HQs might give high level crafters an incentive to keep the materials on the AH stocked. Conversely, it could hurt the profits on NQ synths so it may not be win/win all around.
    3. Show me the crystals! The other day I sat down with a nice cup of tea to do some synthing, but I found out there wasn't a single earth crystal available on an auction house anywhere on my server so I was out of luck. Crystal prices today are even higher than they were in the midst of the great inflation period. This change would only put more pressure on the already minuscule supply.
    4. Show me the synths! I can't think of a single worthwhile non-Synergy synthesis that has been added since Abyssea was released.
    5. Fix synergy. I love the concept of synergy-- team up to accomplish greater synths. The problem is that the menu-based design is miserable, and also seems to be unfair. Since the system is server based instead of client based, I've heard that some people can thwack four or five times before an overload, but I've never been able to get off more than two or three. That's unfair, and incredibly frustrating! The proposed change seems to be an admission of the failure of utilizing teamwork for synthesis by making everything soloable. I'd much rather the design be fixed than completely giving up on the teamwork aspect.

    In summary, I am intrigued by this change and agree that it could bring some benefits, but I hope you will consider some of my suggestions instead. Thanks for your time.
    I think this lays it out best. I do have one concern though about haveing two crafts at 100. It might get a little funky with a lot of people running round with two skills capped. You only really need those higher skills on secondary craft for Synergy, and with two at 100 it might offset synergy a bit too much. I don't think it will have as great an impact on normal crafting though, it may lead to a bit of a flood on consumables though (or maybe a shortage, depending on what crafts people choose to raise and whether they sell their goods or not). On the other hand, it does open up the potential for more synergy recipes relying on more high-level crafts. No matter how you do it, it is likely to be the proverbial double-edged sword.

    Might be better if you could make it so there is an 80 cap on second skills to start with, then lift that later if everything seems stable. That way we don't have a rush of people going straight to 2 x 100.
    (0)
    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not be meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate over validity of said facts without source references may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations. Please take these posts with a grain of salt if you are offended by the views of the player and understand that opinions are like assholes... everyone has one, not everyone wants to hear it.

  6. #96
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by RAIST View Post
    I think this lays it out best. I do have one concern though about haveing two crafts at 100. It might get a little funky with a lot of people running round with two skills capped. You only really need those higher skills on secondary craft for Synergy, and with two at 100 it might offset synergy a bit too much. I don't think it will have as great an impact on normal crafting though, it may lead to a bit of a flood on consumables though (or maybe a shortage, depending on what crafts people choose to raise and whether they sell their goods or not). On the other hand, it does open up the potential for more synergy recipes relying on more high-level crafts. No matter how you do it, it is likely to be the proverbial double-edged sword.

    Might be better if you could make it so there is an 80 cap on second skills to start with, then lift that later if everything seems stable. That way we don't have a rush of people going straight to 2 x 100.

    The market is already not stable and been that way for a long time, big gil deosn't flow out of peoples hands anymore, and there wont be a whole bunch of people running around with dual 100 lvl crafts. There's only a handful of lvl 100 goldsmiths on bismark, and the hardcore crafters like myself already have multiple mules with 100 lvl crafting skills. This would be a start of sometime good if SE introduce new Top Tier Equipment that takes synergy plus two lvl 100 crafting skill too create.
    (2)

  7. #97
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Lots of awesome feedback so far! Thanks and keep it coming!
    (2)
    Devin "Camate" Casadey - Community Team

  8. #98
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    By the way SE give us a crafting rank for reaching lvl 100 in our respected crafts, it seems so disrespectful too be still called a veteran when u reach 100, I think when you reach 100 your new rank should be "Master." Ex: Master Goldsmith, Master Carpenter, Master Blacksmith etc. Furthermore by added the specialized rank that dictate if you'll truely a lvl 100 crafter you can further make synergy recipes that require a Master or Masters of multiple crafting disciplines to make certain item. For example a synergy recipe could require a Master Goldsmith & Master Carpenter to make a new vest, the point is that the recipe would require a true lvl 100 crafter to complete the synthesis and by giving us the rank of Master the requirements can be accurately portrayed to the crafters.
    (8)

  9. #99
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by Jamesaji View Post
    Something which I believe will compliment this update would be increasing skill up rates. Maybe not a constant increase, but rather, for example, a timed enhancment, obtainable every 24 earth hours, which lasts for, say, 30 earth minutes that will give you at least a guaranteed 0.1 skill up for every synthesis. That's purely a quick example. There would have to be some sort of increase in skill up rates to give non-crafters the incentive to take up crafting (and to give crafters incentive to level a second craft to 100), especially if you [SE] plan on increasing the extra skill levels above 80.

    This! With fewer lower leveled character to buy gear made while skilling up - crafting is more expensive and difficult to level than ever. Increase the skill up rates so that people don't have so spend so much money to raise their crafting skills.
    (1)

  10. #100
    Player JovialRat's Avatar
    Join Date
    Apr 2011
    Location
    Asura --- Bastok
    Posts
    79
    Character
    Nivlac
    World
    Asura
    Main Class
    DRK Lv 99
    i like this idea, having two 100 crafts would be nice,
    this could be the shot in the arm crafting needs.
    (0)

Page 10 of 30 FirstFirst ... 8 9 10 11 12 20 ... LastLast