I like being able to specialize but the scrip system isn't the way to do it.
Printable View
I like being able to specialize but the scrip system isn't the way to do it.
If they wanted to get rid of omnicrafting they'd give everyone all abilities and remove intercraft dependency on parts.
Like EQ2 did.
I consider it an extension of what we already had prior to 3.0, people were still restricted in gearing up through foragers, supras and other such things with artificial time delays on how many materials you could farm from unspoiled nodes. Requiring x amount of those limited (unsellable and non-marketable) materials in order to continue gearing up. It was a little less restricted but it was restricted, I expect over time the script cap will rise and the materials cost dropped slightly but such changes always come shortly after new systems are implemented.
i will be blunt, they can't get out omnicrafting, for the sole reason that it's the principle of the game.... people saying that it must be stoped or controlled simply ignore this.
the game was sold as a game where 1 character can do all. the only limit is the time you will have to spend for reach this. even now the omnicrafting is almost mandatory for some of the most usefull skill of the game, specialization didn't change this. this mess is because they now, want to change this.... why? because the flow of the market was low on many server.... but the omnicrafting was responsable for this, the reason was how the craft was designed in the 2.x series....
let's start about this:
- a materia system that are barely usefull outside craft/gatherer and hardcore gamer, when the game try to appeal to casual... we had to wait the 2.5 for see a whole of equipement available, that wasn't recquiring materia.
- the desynthesis, one of the worst system i have ever seen, it cost tons of cash to level up it, since passed a certain level, you get your exp into it when you need to craft 1 -2 star gear for this. (or pray the rng god for dungeon loot)
- a system that did ask more and more rare material, leading to a toxic market board, where some item was sold to some outragous price...encouraging RMT profit.
and do HW did change this? no, it have gone farer! between leather that ask 3 skin with a very low drop rate (that an example) or item recquiring component rare or from time node/ they have make it a pain to craft, is not fun, is not even rewarding! exept for the FC airship or crafter and gatherer is most of it useless! only hardcore gamer will still continue to use some craft for get the small boost available... but hardcore are what? 5-10% of the community... but that not only limited to crafting, HW was made for hardcore gamer, indeed you can do alexander NM, true, your EX too.... but do the game have offer anything new for keep player to the game? nope...
it was asked for years now, to offer content with high replayability and fun... that are not raid... but i digress, the scrips system is simply the same system than token we have for combat class, nothing new, but that system is not adapted to the craft. and instead to work on give a true goal to the crafter, a true activity, they have decide to turn it into a hardcore system....
maybe time to think at the game from the midcore player base. because soo far nothing was done correctly. and it's not with the 3.1 that must be corrected, but ASAP! or the it will lead to some tragedy, like have done the V1. stop aim for hardcore!
And I'll be blunt.Quote:
i will be blunt, they can't get out omnicrafting, for the sole reason that it's the principle of the game.... people saying that it must be stoped or controlled simply ignore this.
It's not about removing it, it's about removing it's necessity.
We've already seen that they don't like the cross class ability thing. Was a nice relic from 1.0 from what I've seen, but it ends up with everyone taking the exact same abilities or you're "bad". The choices are also so limited that there's really no reason to take others even if there were more available.
If everything was available to all crafters and you had absolutely 0 need to level up all the other crafts.. well, nothing is stopping you from doing it, but it sure as hell wouldn't be necessary. Which is the biggest problem with it. It's required if you want half a shot in hell at crafting anything remotely worth a damn.
I don't have to level up all of my combat classes to max just to do something. In fact, even the classes I take cross class abilities from, for example, AST, I only need Thaumaturge to 26 for Swiftcast and Conjurer to 34 for stoneskin. My Scholar also needed those points.
Crafting though? God save you if you don't take Culinarian for SH II, for example.. and Byregot's Blessing at 50 carpenter is incredibly powerful.
Thought the point of specialization was to get out of omni crafting at least on one job, I can see the fun in having it, but imo if the point was to get out of omni and the best choices are still omni.. then they probably should buff the specializations. At least to the point that the one you have specialized in does not need or want omni crafting, as within that one specialization you would be good to go.
Getting into crafting and hearing "you need every class leveled up and probably every class geared too" is pretty daunting, and makes the economy pretty silly (can be controlled by few, making ridiculous pricing schemes). Talking as a consumer (not a end game crafter) specialization should allow you to craft for that particular craft with no interclass requirements (with a buff they should probably reduce the amount of specializations you can have at once, otherwise you might as well just make huge changes everywhere). Specialize much earlier in the game, be a dedicated goldsmith without also being a culinarian. Making switching possible but discouraged enough people don't switch whenever they need to craft from a particular class (standing by the switcher and just flying through the specializations as need be).
I know the crafters who hold the larger end game part of the market would probably be like "nooo don't take away the mountain that blocks them from me", but imo the game would be better if at least one class could have a fairly linear growth cost and not "level one, level them all - well".
I have a really similar experience to the OP here. I don't mind that "omnicrafting" is a possibility if people want to do it, but I never liked that I had to be able to craft everything before I was able to craft anything in my preferred crafts. So while I didn't want to limit everyone else, I was kind of interested in what they were talking about with specializations, because I was hoping it would allow me to be a "master goldsmith" instead of just a "master crafter."
Unfortunately these new systems, both specializations and the scrips, fail to accomplish any of that either way. Now we're specialists who can't make anything.
I feel like we need to see another patch before calling this system a dud. I think the spread between what a specialist can do and an omni crafter can do will only grow from here. Mats are in lighter supply because there are more people using them than gathering them. The progression looks like its hindered because of the unusual state of the economy. Once that starts to balance I think it will work well, but some things will still need to be tweaked.
I really didn't mind omni-crafters. I loved that I was able to just craft what I needed and offered my services.
Totally fine with that. The only thing I dislike is the fact that red-scrips...they're a little bit hard and far more expensive to obtain. ><.
Unless you get lucky with a craft that requires 1 adamantite ore per craft...and fairly easy to max out the collectible rate. Then :v. man.
-shrug-
Having capped both gatherer red scrips and crafter red scrips for the current week...
Gatherer: not really hard at all... and you can save up for future weeks ahead of time if you have the space. You can do a lot of other things between node pops so it's not like you camp the node all the time.
I still feel the red scrips gear is too expensive, and that favors should be moved to blue scrips.
Crafter: Useful to have all crafters at 60 as you then can select the optimal scrips/effort craft. Highly individual what you consider optimal. Also useful if you're able to collect all ingredients on your own. No gil spent, even if the market board value of the materials used is very high.
Ephemeral gathering nodes insanely useful to build up the necessary stock of crystals and clusters.
I feel that crafter materials should be moved to blue scrips, just like gathering favors, and that the scrips gear is too expensive.
Note: This is all from my own perspective where I will use the red scrips to obtain gear rather than materials to craft the gear.
In 2.x I had at best the Artisan set (token based one) with some melded accessories.
These accessories I still use as I don't want to remeld.