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  1. #1
    Player Kirschy's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Kirschy
    World
    Fenrir
    Main Class
    DRK Lv 99
    I think it's a good idea. Crafting itself has kind have been lame lately with all the new stuffs coming from Synergy. And it's a hassle trying to find other people who have the right crafts every time I want to do Synergy. (It's hard enough to find other people who have synergy leveled to make some of the harder items!) I don't think allowing each character to have two crafts @ 100 will cause many problems, since a lot of us have alternate characters that have crafts at 100. (I personally have goldsmithing and leather on top of Kirschy's Alchemy.)

    The only major change I can see, is that certain items will change their HQ tiers... but with items like Dusk Gloves+1 already being T1 due to crafting changes, I can't see this being a problem.
    (3)

  2. #2
    Player Malacite's Avatar
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    Mar 2011
    Posts
    228
    I agree, go for it. Crafting has really just gone down the drain for the longest time, this will help breath new life into it.
    (2)

  3. #3
    Player Mrdeath's Avatar
    Join Date
    Mar 2011
    Posts
    3
    Character
    Mrdeath
    World
    Ragnarok
    Main Class
    THF Lv 90
    It's a nice Idea, but as few people said players these days are focused on Abyss gears and items.

    I think the most 2 crafts that will be benefiting from this are Woodworking and Cooking since they craft consumable items (food and ammos). However, if you want other crafts to benefit from it to I suggest adding new cursed gears (or similar to it). Adj could be from Abyss or current HNMs, row materials from both Abyss and mainland. Like this people will have a reason to level 2 crafts to 100 and you will get players to visit old areas.

    Peace,
    (3)

  4. #4
    Player Mrdeath's Avatar
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    Mar 2011
    Posts
    3
    Character
    Mrdeath
    World
    Ragnarok
    Main Class
    THF Lv 90
    Oops I would like to add Alchemy to the consumable crafts (meds)
    (0)

  5. #5
    Player Misi's Avatar
    Join Date
    Mar 2011
    Location
    10/10/10 Bastok
    Posts
    104
    Character
    Misi
    World
    Quetzalcoatl
    Main Class
    BLM Lv 99
    This would be nice. I'm a little sad that I've de-leveled some crafts that were 60+ in the past though, that and the slow skill ups/farming materials or spending gil ratio is pretty bad. If people want to put time and gil into leveling multiple crafts, they should not be penalized for that. Regardless, still happy to see some changes with the system in the future.
    (0)

  6. #6
    Player Claquesous's Avatar
    Join Date
    Mar 2011
    Posts
    13
    Character
    Claquesous
    World
    Fenrir
    Main Class
    THF Lv 99
    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.
    (17)

    Proprietor of http://myffxigear.kicks-ass.org

  7. #7
    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)
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  8. #8
    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)

  9. #9
    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)

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    36
    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.

    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.
    With over 160 crafting levels under my belt, I might be a good candidate to give "retired crafting before reaching 100" feedback on this.

    1. If I was sure that all my crafting yielded at least NQ, I might be enticed to give it a try again.
    2. On another note for this comment, I would like all items used in crafting to be stackable. Together with added HQ to current low level crafts that do not have them, the stocking issues might get resolved.
    3. Some time ago, I suggested hybrid weather conditions. Having one weather element flowover to another. I would really like to see weather effects to be populated more frequently and for longer periods. Perhaps Crystals Stacks or Cores can have a "Mog Crystal Pouch" like the Satchel and Sack and can only carry crystals. This might cause people to not toss crystals they obtain and put them on the AH when they get stacks complete. It also helps crafters to keep their inventory managable. Next to this, would like Crystals to get excluded from your 7 limit on the AH and lower the cost to put them on the AH.
    4. Very true, there needs to be a clear line for what is done with Synergy and what is done with solo crafting.
    (0)

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