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  1. #1
    Player TullemoreAsuraFFXI's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    307
    Character
    Tullemore
    World
    Asura
    Main Class
    DRK Lv 99
    http://forum.square-enix.com/ffxi/th...497#post617497

    This would be a large QoL upgrade, link is here.

    The idea about lowering the refined materials recipe down to 20 skill and under for capabilities for characters without high end crafts is a really good one! I do foresee players with those high end crafts crying their eyes out if implemented though.
    (1)

  2. #2
    Player Delgear's Avatar
    Join Date
    Nov 2018
    Posts
    62
    Character
    Myrialana
    World
    Asura
    Main Class
    MNK Lv 99
    I think essentially, each races drops need to align to certain attributes like say
    Gigas is :: +2 str, -1 dex, +2 Con, -1 MND
    Every single craft has a gigas drop they refine .....
    Each tier of gigas arms just needs enough of that refined material to meet its stats.
    so lets say lvl 30 gigas armlets are +4 Str -2 dex +4 con -2 mnd.
    means you need 2 cloths from gigas refines, and whatever MATS we consider required to make "Base Gloves"

    Giving the entire craft system a coordinated "intuitive" recipe system anyone could almost guess the ingredients .... and so that same Gigas Cloth is still useful on say lvl 119 gear .... you just need lots of cloths to increase the "thread count".

    so a low level crafter that can just make raw materials can do so for money and even a high level player will want to buy those basic building blocks to save time and effort.


    I also think the crafting system would be incredibly enhanced for all crafters if we stop using RNG for success rate .... and HQ .... all crafts are normally NQ and theres a second craft where you take the NQ and add some items to make HQ .... these items should also be refinable at low crafting levels ...

    All the building blocks of making an item need to be readily and easily available .... its the only way to break the end game deadlock on humungiously overpriced items ...

    A brand new player stepping into this game and trying to use MMO logic and grabbing a craft is in for a world of hurt trying to level that up blind with no help they are going to lose tons of gil and gain almost nothing from it until they hit cap and have support crafts ... thats not a good craft experience.

    It goes hand in hand with flipping the buying system to a buyers market ... and having commissions at the guild .... a player who likes to craft and make money will go out and grab raw materials and refine them ... then hit up the commission board and fill orders .... receiving NPC rewards in the shape of guild points .... and in game GIL commissions.

    this also means that a suped up crafter doesnt just make only the top items for big gils .... if a low level player needs say a lvl 40 set of pants .... you cant get that now ... its sparks only, where if theres a commission system the lvl 40 player drops an order off at the appropriate guild and ANY player on the server can find it ... no need for tons of shouts looking for a crafter willing to do the work.

    The trick is the guild rewards have to be worth it.
    (0)
    Last edited by Delgear; 08-05-2019 at 02:50 PM.