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  1. #1
    Player CapriciousOne's Avatar
    Join Date
    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Well synergy is based upon the ranks you have achieved in each of the base crafts though the enforcement of those ranks to the recipes are a bit weak but i'm not complaining. I dont think that adding another 50 levels to crafting will work at all because the skilling process is already horrible as is past 60 and i dont plan on spending forever and a day trying to get up to 150 and I doubt many others will either. There are plenty of things that can be done to improve what is already there before introducing lot of new stuff. People need to readjust their thinking and fix what is broken with what already exists then add new stuff instead of just throwing new crap on top old broken crap. Oh and this thread is related to all crafting the basic as well as synergy if forgot the original posters subject line.
    (0)

  2. #2
    Player elqplau's Avatar
    Join Date
    Oct 2012
    Location
    rhode island usa
    Posts
    67
    Character
    Elqplau
    World
    Odin
    Main Class
    RDM Lv 99
    I was a provider... meaning all i did was farm or grow things.. elemental ores used to sell 150-500k depending which ones i harvested...nowl they drop in aby sell price 3-5k npc for3726 i have 45 arcaine pots that are now space savers.. thanks to aby
    (1)

  3. #3
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    By the way lets bring back Aern Weapons (for ex: like the galatyn, machismo etc.) I would love to see a second tier for these types of weapons and would like too see a Aern scythe and shield added in too. I always considered these to be crafted relics, it would be my crafting dream for you guys to add a second tier of these that could complete with emyphean weapons. The Aern weapons set should have there own unique WS, maybe that could be installed in the form of powerful evoliths. I have no problem with the second tier of these weapons being very expensive or hard to make, but Aern weapons and maybe even Aern type armor can be the shining beacon on what crafting can do.

    Btw I have around 100 mil gil on my character, the reason why is because all the gear on the AH sucks and cant be compared to the rare/ex stuff you can get in abyssea. I would love too sink this money back into crafting to create or purchase new POWERFUL crafted armor and weapons. Gil has become unimportant, the only thing i can use it for is bribing people to help me gather seals and coins for af3. Put the gil back into the AH, I would like to use my finances too purchase top tiers gear on the AH, by doing this that would recirculate my gil into other crafter's hands and the economy would be overall improved.
    (5)
    Last edited by Cljader1; 04-06-2011 at 07:21 PM.

  4. #4
    Player Vold's Avatar
    Join Date
    Mar 2011
    Posts
    908
    Character
    Voldermolt
    World
    Quetzalcoatl
    Main Class
    THF Lv 99
    As a veteran crafter who has multiple mules edging ever so closer to 100 crafts, I personally see no reason not to lift the cap. As a matter of fact I welcome it because it would turn many synths into 11 31 51 tier HQs, specifically synths that are held back by their subs from attaining certain HQ tiers. That's exactly what I would do with my character, and not go with 2 100 mains.

    I really can't see any down sides to it. Crafting is alive and well where I'm standing. People are just bitter their gold mines have been cleaned out. Mines that were the only reason they bothered crafting. I wasn't happy either but I moved on. We all know how that junk went. You did wood for staves. Bone for Scorpion harness. Leather for sniper rings. Gold smithing for.. well, pretty much to be filthy rich. Cloth for verms. Cooking for sushi. Smithing for haubs. Everything else was a side bonus to the big synths. And I can't say I blame them, but it was headed that way anyway after the inflation period thanks to gil sellers. People bought a ton of gil and got those 100 crafts.

    Whatever you guys choose to do though, I think I speak for everyone when I say let the crafts do their job and not so much synergy doing it for them. Don't give up on Synergy. Don't get me wrong here. I'm just saying, the crafts deserves some of that fancy new gear that rakes in some serious gil to replace the ruined money makers of old. And I say that as a 80 synergy atm. I'm not wanting the synths out of self need. I just think the crafts deserve better and I see no reason a 100 craft can't produce level 90+ gear and with HQs to go with it instead of not at all. Wood in particular is in dire need for something worthwhile as magian has destroyed it's HQ market. Nin tools are not an acceptable replacement, nor is warp clubs, nor is HQing lumber...

    I'm tired of seeing new synergy gear being a monopoly by a handful of players for several months after it's released. Hey they did the work, they deserve the payout, but still. Even if I were one of those making a ton of gil thanks to synergy, I still would feel that crafting deserves better and the players that have taken the time to raise a 100 craft darn sure deserve better than a handful of people on an entire server making out like bandits after every update for months. You shouldn't be forced to level synergy to compete. It needs to be a side bonus to crafting, not a necessity, no matter how easy it is to level. In other words, mix it up. Don't play favorites. Give crafting some big synths and synergy some big synths.

    One worthy note to make about all of this, Ebon gear was sorta in the right direction. It used the crafts to form the base gear and used synergy to enhance it. I would like to see more of that in the future and less of the 'let's give synergy everything worthwhile' approach.
    (10)


    Regular "John" Doe
    - Not on the Community Team

  5. #5
    Player Qtipus's Avatar
    Join Date
    Mar 2011
    Posts
    18
    Character
    Qtipus
    World
    Odin
    Main Class
    DRK Lv 95
    Quote Originally Posted by Vold View Post
    I really can't see any down sides to it. Crafting is alive and well where I'm standing. People are just bitter their gold mines have been cleaned out. Mines that were the only reason they bothered crafting. I wasn't happy either but I moved on. We all know how that junk went. You did wood for staves. Bone for Scorpion harness. Leather for sniper rings. Gold smithing for.. well, pretty much to be filthy rich. Cloth for verms. Cooking for sushi. Smithing for haubs. Everything else was a side bonus to the big synths. And I can't say I blame them, but it was headed that way anyway after the inflation period thanks to gil sellers. People bought a ton of gil and got those 100 crafts.
    Exactly. People basically treated crafting like the lottery. I spent years making gil off RR items, Arrowheads and a few random pieces of gear. I did get lucky with some unicorn leggings +1 at one point, but beyond that, I had just had myself in a routine and made money the good old fashioned way. Slow and steady.

    I tend to think raising the cap is a good thing, but I have to admit that my initial thought on the subject was "Why?". If they're going to do that, there's a few other things to look into.

    - Change Guild Point items and/or rewards. A good majority of the rewards can end up costing 6 figures or have zilch in the way of supply to even craft them. I think a better system would be to give us 3 options each day for points. First option is stuff you can readily buy materials for from an NPC. The second is a mid-ranged option that's going to combine NPC purchases with Auction House. The last would be an option to turn in something you won't find on NPC and would likely have to spend a good chunk of time farming. Also, give us the option to turn in all 3 of those each day or lower the costs of the Guild Point items altogether.

    - Treat Cooking like Fishing. It's way too broad and, I may be mistaken in saying this, but there are 0 cooking crafts that involve having a sub craft. Just a bunch of Guild Point items.

    - Give other crafts items like Hocho. No, a "Trainee Hammer" is not like Hocho.

    - Fix material loss on breaks. There is nothing in this game more infuriating than being 51 levels above the cap on something and losing all the materials. I wouldn't go so far as to say get rid of it if you're above the cap, but I think if you reach the ability to T1 HQ something, you shouldn't lose materials.

    - Lastly, give us gear we can craft that's at least on par with some of the stuff dropped from lesser NMs in Abyssea or that even uses items from those NMs. I love Abyssea, don't get me wrong, I just don't think the developers really looked at the impact of adding all that gear on the crafting market as a whole. End game was sorely lacking prior to Abyssea, so you won't hear me trumpeting about how "Abyssea wrecked the game", I just think some of the focus needs to be put back onto the areas Abyssea really affected. Some of that focus is already there with the XP boost in non-Abyssea areas and the upcoming Dynamis and HNM adjustments, so I have faith something good will be done here as well.
    (0)

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    478
    I'm convinced that all the people who hate synergy.. have never actually tried it...

    they were so use to the old system they instantly hated it because it was new...

    I really don't see what's to hate about it..

    you can cap it from 0 skill in a few hours....

    you don't lose mat's if you botch a synth up...

    you actually have a degree of control over HQ instead of mindlessly doing the same synth over and over waiting for your lucky day.

    and you generally get more product from the materials.. ie a NQ synergy synth would give you 6 items whereas a NQ regular synth might give you 4.



    I also don't see a huge problem with people being able to have 2 lvl 100 crafts or even all level 100 crafts on the same character...

    As others have said.. serious crafters just end up making crafting mules anyways... would save them a bit of a headache muling each time they wanted to change craft professions.
    (1)

  7. #7
    Player Unctgtg's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    361
    Character
    Unctgtg
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I say go for it, I hate nothing more then having to mule to craft something to then have to send it back to my main to craft again.
    (1)
    99 Drk, 99 Sch, 99 Bst, 99 Geo and a ton of other jobs there
    110 +5 Bonecraft
    Level 99 Relic Scythe

  8. #8
    Player Kailea_Nagisa's Avatar
    Join Date
    Mar 2011
    Posts
    200
    Pleas do not go to fast in your implementation of this.

    Raising the cap from 60 to 80? not needed
    Allowing two crafts to 100, yes this would be nice
    Allowing more then two or all crafts to 100? no this is to much and should not be done.
    The main thing though, something you do not have listed, is to make craft just alittle easier, the fail rate and/or skill gain rate is still bad.
    (0)

  9. #9
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Kailea_Nagisa View Post
    Pleas do not go to fast in your implementation of this.
    please do, now I wont need to lvl my mules crafting up, I can do it on my main account.
    (3)

  10. #10
    Player Kailea_Nagisa's Avatar
    Join Date
    Mar 2011
    Posts
    200
    Quote Originally Posted by Daniel_Hatcher View Post
    please do, now I wont need to lvl my mules crafting up, I can do it on my main account.
    I meant that I would like them to not rush into anything, and think before they change things -.-
    (0)

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