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  1. #1
    Player Megatron's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    36
    Character
    Skywarp
    World
    Siren
    Main Class
    RNG Lv 90
    the crafting system needs morethen being able to up a skill to 80..... peopel dont craft becasue theres no gil in it. you lose more then you put in even if you HQ. skill ups past 60 are to far and inbetween. if you wantto incresses the amonut of crafting here is how you fix it.

    1. if you can craft it. you craft it. no more breaks. if you dont have the skill then you cant.
    2. incress skill ups on crafting.
    3. if you can syerngize it there should be a craft it as well. and vis versa.

    these changes allow you to not lose materials. becasue as we know you have the skill to manafacture the items if you didnt you wouldn't try. This makes material cost stay lower due to less waste. the incressed skill up premote people to craft casue they see it as fun and benfishial. it is pointless to allow a person who has invested a large portion of their time into leveling their wood working crafting skill to 100 and finds out they cant make a arrow because its syergy only. simply make one version easierto do then the other or require diffrent miterals. but include both parties. these changes are simple and minute and will revamp carfting the world over. ther is no negative and i personally would start back crafting. insted of simply stanidng in a doms opp party and saling abyssea gear to npcs for gil.

    dont reinvent the wheel. jsut make it spin better
    (4)

    90 BLM, RDM, SMN, NIN, BST, DRG, SAM, WAR, PLD, BLU, RNG...

  2. #2
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    "SE should completely scrap the old system "

    so basically we should tell all those people that spent ungodly amounts of time and gil to raise their crafts to baically screw off? SE already slapped every crafter in the face by adding synergy. Synergy was implemented as a way to augment equipment, but it was failing, hardly anyone did it.

    So Se did what they did best, let their ego get in the way, they implement something that fails, they try and force people to take part. They added consumable, you want high level ammo, you must do synergy, you want this and that, you must to synergy. But what about all those other crafts I leveled. "What crafts, I know not what you are talking about".

    They have done this numerous times, they fail at an event or addition to the game, they throw soemthing in that event to force people to do it. WoE is another example, why do you think they added coins there? Because WoE was seeing zero participation, they added coins all of a sudden alot of people did it. They still hated WoE, they knew it sucks, but if they wanted to upgrade weapon they had no choice.

    to the person that said give one reason why synergy is bad. Well that is great that you can create a stack of ammo in one sync without breaking. That is great, but that ability to create that ammo should have never been synergy only. There should be an option to craft it the old way, cant do stack of 99 unless HQ but at least you can make them. That is the problem with synergy. Se lost track of what synergy was because of , as I stated earlier, their ego.
    (4)
    Last edited by xbobx; 04-07-2011 at 03:06 AM.

  3. #3
    Player Jakary's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    27
    this also might encourage people to start farming synthesis materials again, instead of just abyssea farming and getting gold chest mats. i think it may be a boom the ingame economy needs(it also might decrease the value of the ending results, ex. armor/weapons/accessories)
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    6
    This is a good idea but the problem is that crafting is DEAD.

    The economy and the way items are handled are dead.

    Because this game doesn't make items soulbound or bind to your character where they are unsellable(on the AH) once equipped that means anything crafted will be flooded and the market will be hard if not impossible to make a profit on. A few years ago Scorpion Harness was a good example, a loss on mats unless you HQ it. Dusk Gloves is one of the few items in that same trend and one of the few items people still need because out of all the items in the game several classes can't get 4% haste on their hands.

    That brings me to my 2nd point which is why crafting is dead. Crafting became less and less important as soon as items in the game became more and more powerful without the use of crafting in any way. My monk can get fully geared without a SINGLE crafted item,...

    Magian Weapon/Tantra Tathlum
    Tantra Helm/Sea torqe/Brutal Earring/Kemas Earring
    Tantra Body/Tantra Hands/Raja's Ring/Eponas Ring
    Atheling Mantle/Black Belt/Tantra Legs/Tantra feet

    Where is any crafted pieces in that set? There isn't a single one and yet thats common for 98% of the best end gear and all the gear leading up to it for most jobs. 4-5 years ago when any one server had only a dozen or so crafters at 100 at most and a lot of items were needed at all level brackets crafting was perfect but now when a lot more people are 100 the items that are craftable for a profit are so oversaturated in the market its not worth it unless its food or shihei.

    If your going to allow us a 2nd profession to the 100 cap then you need to look at the profession at a whole and make it useful again. Make magian trials requiring crafted items and maybe HQ crafted items from all professions. You did a good job with magian trials and having people kill NM's that no one ever cared about and using abyssea and Wings of the Goddess we got to spend time in zones that very few people spent more then a few minutes in other then to travel through which was nice because I liked those zones. The one thing you should do is find a use for the 200+ recipes for each profession that NO ONE EVER MAKES because no one will ever buy them, do that and we will see a step in the right direction to revitalize crafting.

    Raising the cap without attempting to fix crafting or making crafting useful in any way is adding new NM's that don't drop gear, after a few kills no one will care about them, which is where crafting is, no one cares.
    (4)
    FFXIAH: http://www.ffxiah.com/player/Quetzalcoatl/Syntex

  5. #5
    Player Berem's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Berem
    World
    Bismarck
    Main Class
    SMN Lv 99
    This will solve nothing. There is never enough materials to craft hardly, let alone to even allow people to skill up 40 more skill on another craft (along with everyone else).
    (0)

  6. #6
    Player Celerin's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Celerin
    World
    Bismarck
    Main Class
    RNG Lv 90
    With synergy coming up into the 90s it would probably be a good idea to start raising caps on the other skills. I'm usually working my own furnace and having those skills to do the stuff on my own would be a huge plus.
    (0)

  7. #7
    Player Kuwabaraone's Avatar
    Join Date
    Mar 2011
    Location
    Currently Windurstian
    Posts
    49
    Character
    Kuwabaraone
    World
    Valefor
    Main Class
    BLM Lv 99
    Hmm. I'm not much of a crafter myself, but I do see the benefit of this: If anything, it doesn't mean I have to be locked into a single Craft. I also have three additional characters that are considered 'Storage Specialists' and 'Craftsmen' so I can see the benefit of this. I wonder how my good friend and mentor, Sika, would respond to this...I'll have to ask her in person.

    KB1
    (0)

  8. #8
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    The crafting situation needs to be steered away from synergy.

    2 cents, I'm out.
    (3)

  9. #9
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by cidbahamut View Post
    The crafting situation needs to be steered away from synergy.

    2 cents, I'm out.

    I completely disagree, there's plenty of us who loves synergy and I'm one of them. Synergy is the best thing too happen to crafting in a very long time, you offer a baseless opinion with no substance. Synergy should always be the spearhead for top tier gear, Synergy and old-school crafting need a dramatic boost in the POWER of eqiupment and gear we can make. SE stop embarrassing us synergist/crafters with all this rare/ex nm gear, magian gear should NOT be better than the gear a specialized synergist of group of synergist can make. Sometime I'm even embarrassed to put on my Goldsmithing Smock, SE give us POWERFUL equipment/gear to make, people WANT to make and wear their own top tier gear.
    (2)

  10. #10
    Player Caria's Avatar
    Join Date
    Mar 2011
    Location
    San do'ria
    Posts
    27
    Character
    Cariadora
    World
    Asura
    Main Class
    COR Lv 99
    Crafting has taken a turn for the worse in the recent updates, since the introduction of synergy and the new ToM armors. I am not one who believes that synergy is an awful idea, but I believe it has been given too much priority over the traditional crafts. While I look forward to being able to level a second craft on my main to avoid muling materials continually to craft on a mule, I don't feel that this will dramatically change much in the current economy.

    The potential solution I see is as follows:

    1) Synergy and traditional crafts should not make the same things. There should be objects in the game that are both necessary and in demand which are exclusive to each craft.

    2) There need to be craftable armor sets that are potent alternatives to Empyrean gear. This should include both the upgraded gear as promised, but also crafted only gear. Most of this gear should not be meant to compete with the Empyrean Armor options, but made to augment it. Make these pieces useful in other situations. (e.g. As a drg, at level 75 I had a combination of HNM, Relic, Artifact, Sky, and crafted gear. I would be consistently switching between them for different actions, and all were important parts. Crafted gear (dusk, hydra, etc) would provide me haste and dmg reduction, as well as some attribute bonuses. Relic and artifact would provide boosts to job abilities, like high jump, healing breaths, and ancient ward. HNM and sky gear would generally provide large boosts for weaponskill performance.) I also strongly encourage the need for 3+ level 90+ craftsman to work together to make the promised synergy upgrades. In addition, there were some gear slots (i.e. rings, back) which were almost exclusively filled by crafted gear, because at 75 cap, the best armor for these slots was always crafted. The strongest elemental rings, the strongest accuracy rings, etc were all available just from crafting. This is no longer the case, and I urge SE to re-implement a couple of slots in which the best possible option is from crafted gear.

    3) Upgrades made by through the Trials of the Magians should -all- require some synthesized material that is unavailable from farming or gold chests. In the past, every powerful upgrade to armor required a synthesized component, whether it was uncursing gear with abjurations from sky or upgrading Artifact and Relic gear. A high-level craftsman was always involved. This was, in many ways, the driving force behind the economy, in addition to the expendables (bst pets, medicines, and ammunition).

    4) I urge that the new synergy upgrade require items in their recipes which will only be obtainable through the traditional crafts.


    I believe that using all 4 of these suggestions, we could bring a good balance back to the game, reintegrating crafts and providing a unique need for synergy and the original crafts. This would breath life back into the economy and bring new levels of cooperation between crafting and the rest of the game.

    I am very hopeful that we can reanimate the diminished art of crafting and hope to see some or all of these suggestions taken into practice.
    (6)

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