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Rushed here as soon as I heard Caimie was going to make a giant megathread soon :D (HUGE FAN of her ARR crafting guides!)
To be honest, I have nothing to add, since Nandrolone pretty much spelled it out for everyone in a single post, lolll. The crafting shouldn’t be as easy as it currently is endgame. These new expert recipes we have been hearing about should be sellable recipes that we can earn gil from, of an NPC that gives us a lot of Gil from completing like 10 at a time. The moment I heard “minions, mounts, glam, special titles” in the last live letter, I was like, immediately disinterested, loll.
Personally, as a glam enthusiast and a crafter, I would definitely appreciate a Heavensward style way of giving us gear and tools. Like...each crafter class gets a decently stat set of gear for that respective class. So each time you switch between CUL, BSM, ALC, etc, you get a different look. Sucks for inventory management but it’ll make things interesting for the crafters that enjoy challenges and nice rewards. Basically, give us rewards that we actually want, and can actually show for.
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I have had and idea for a mount called Aether prismatic wings/charged aether prismatic.This would be a pair of wings that are a mount. There would be a normal quality and high quality version of them.
Difference between them would great. The charged version would glow be larger and double as a two person mount. The Charged version would be very very hard to craft and would take a good deal of time. Both version would be sellable the mats for both verions would not be to help ensure value.
Why I have and idea of how they should look in my mind my lack of art skills stops me from providing a picture. The wings would be a reward for completing a involved quest chain once complete you will be able to craft them whenever you want.
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Labels for FC chests for sorting out materials..
Check marks on completed mastercraft recipies!
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The wings would be mounted to the players back. A pice I forgot to mention in the post above. I have not fully developed the idea but suggestions for how it could all go would be more then welcome.
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1.) I would like to see changes to the specialist system. Some ideas below.
Specialist titles: Allow us to choose a specialist title that effects all our DoH. For example "Master of Techniques" gives a 10% reduction in CP cost. "Master of Chance" gives a 20% bonus to the success rate of actions with 70% or less chance of success. Etc. Have these titles obtained from special quests that have requirements pertaining to the benefits they provide.
2.) Add actual skill to crafting master recipes. Mini games for example. Do a mini game to increase quality, progress, or increase starting durability (your choice of minigame when starting a craft). Have these minigames only accessible if using the scrip tools.
3.) Different gear sets with set bonuses. Have these set bonuses start low and increase each time your soul binding reaches 100 in leu of extracting materia. Have macros disabled while wearing gear sets to prevent bots from benefiting from the bonuses. This will essentially mimic mastery of your craft between gear upgrade levels.
To elaborate using current situation.
Facet gear without overmelds, but with melds in the slots, should be able to make NQ materials without relying on RNG for goods/excellent procs.
That same gear with set bonus upgraded to maximum should be able to come reliably to 90% chance of HQ without overmelds and 100% with.
The current 60/70 durability recipes should require all HQ materials, and EITHER max melded facet or maxed set bonus facet with melds in the slots to obtain a 100% quality bar. Without relying on goods/excellent procs obviously.
The NQ results should still be desirable gear and should be considered the next level of progression with HQ gear being considered the next tier. The mentality of HQ or nothing is completely wrong. They should both be relevant.
This system in conjunction with Specialist titles as described above would allow for variation and evolving rotations within the same patch. As the Master of Chance title could be used early on to obtain better HQ results, while a less RNG Heavy rotation would become usable once your set bonus was built up.
4.) Allow macros to be used on upgrading gear sets once the set bonus has become maxed.
5. Crafting minimum requirements for recipes should be SUGGESTED, not required. Those stats currently allow for 100% HQ with some HQ materials. Having them as minimum requirements is dumb when the best results can be had from minimum requirements.
6.) Craftsman exclusive housing ward. Have a housing ward that has market stalls for craftsman retainers. Allow these stalls to be rented for scrip tokens. Have various size spaces available and allow display mannequins to be set up in their spaces to showcase their wares. Allow retainers selling here to remain off of the market board. This would let players experience a shopping mall sort of feel in the ward. Players can find "sale" items not available on the MB if they decide to check out the Market ward.
These are all suggestions that I would enjoy. I do not necessarily disagree with nor agree with any other ideas in this thread. Therefore, I will not be arguing about any of them either as any and all ideas should be allowed.
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I am seeing quite a few suggestions that end game crafting go back to being only for the hardcore again. Have we not learned that having endgame belong to only one side is what lead us too all this. I put up the idea of endgame for causal and seperate end game for hardcore to lead us away from this issue. The issue of one side having fun and the otherside being miserable.
Nandrolone suggestion of grandmaster recipes is a great idea as I already pointed out. It gives master recipes to causal as their end game and grandmaster becomes hard core endgame. Pushing for endgame to belong solely to one side will only lead us back to where we are now. Not trying to step on toes here but there are ways to make the system be challenging when it needs to be and be how it is now when the challenge is not needed. The new proc is one way to make it harder by having it be needed by certian recipes. Liam idea of having mats giving less Quality is another way to make recipes that are intend to be hard to HQ..well hard.
p.s Was on mobile when I firsted posted this...so added more once I was home. :P
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I like the crafting system the way it currently is, but I have no objection to very difficult, cosmetic only "trophy" glams for the truly hardcore to succeed in acquiring and show off.
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As with everything else in game, I believe basic content should be accessible, but there should be challenges for those who want them. I'm an omni-crafter but I'm not interested in complex crafting. I just like gathering mats and making stuff (mostly furniture and glamours).
Happy to see more challenging expert stuff for those who want it. But I disagree with the concept that it has to be stuff you can sell for millions on the MB. I mean, SE don't control the MB, no one can guarantee those prices for you. If someone chooses to undercut - if I can easily HQ something and easily get the mats to make it, I am not going to put it on the MB for a massive markup even if everyone else is doing so - then all you can do to retain your market dominance is buy it up and relist it. Economics shouldn't be included as a metric here.
I get that you want to make money. So do I, and I do so quite nicely without any crafting challenges. Including Gil as a prerequisite for said challenges is never going to be something you can guarantee, so you are always going to be disappointed.
I have to say it often sounds to me - at least from some of those asking for crafting to be made harder again - what they really mean is 'give me back my monopoly so I can charge ridiculous prices for the stuff I make'
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Let me prephrase this by saying that yes, we certainly need more difficulty in crafting-endgame - but not unlike DoW/DoM-endgame not everything should be super hard. Therefor I would like to see something like the following in terms of difficulty:
- Tier 1: This would include consumeables (food and potions) and would stay about the difficulty we have right now. While I understand the desire to sell items at a higher price, I dont think these items are the place for that. Things that dont last as long as a piece of gear does shouldnt be as time consuming/difficult to make. With adequate preparation, aka getting and melding endgame-gear (maybe no need for pentameld but slight overmelds?), one should be able to "easly" craft those items that are required in bulk.
- Tier 2: This would include gear and get slightly more difficult - I'm thinking about ARR-endgame here where you could macro endgame-gear but had to take a risk of getting only 80-100 HQ-chance. I'd like to see something along these lines again: You can use a macro, but have to take the risk of it only producing an 70-90 HQ-chance. The way to achieve this could be special crafting-actions that cant be put in a macro or more emphasis on a proper use of procs (maybe have certain helpful actions proc without a condition change? You can use this action right now, but do you want to?)
- Tier 3: Those would be recipes that you dont have to craft all the time and their difficulty should be about what the first masterbooks required to unlock. I'd use them for similar purposes: Making books locked behind them for once. But I could also see special glamour-recipes requiring a difficult craft (maybe for extra effect on the glamour? Crafting it NQ is easy, but if you want HQ you get special perks like having it dyeable, a more shiny fabric or other effects) - those could also include a variation of the normal gear, for example: Crafting a Neo-Ishgardian-Piece in HQ is not super-difficult. BUT crafting a Neo-Ishgardian-Piece in HQ that is also dyeable is. There could also be a drop-down menu instead of having two recipes to select with version you want to make. People will pay for things like dyeable gear or special effects, but this way better gear is still available to not only the wealthy.
I'll be back later to talk about rewards.
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Here are some of my thoughts:
1. Specialist and some skills in HW mostly trivialized crafting, and the SB/ShB changes have just dumbed it down, but it remains simple. ARR was interesting and rewarding, but at the top-end relied too much on RNG for difficulty. Both of these approaches feel backwards to me. I don't think leveling crafters should be an enormous difficulty, because DoW/DoM isn't and we have MSQ + deep dungeons to speed that up. Likewise, Ishgard speeds it up considerably until leves become good or much better in SB/ShB. To this end, gear progression makes sense as the main blocker to things like master crafts. Currently these are too easy, and have been for several expansions, aside from perhaps 4*.
2. By removing so many skills and cross-classes, leveling becomes both more difficult and too monotonous, and skills don't feel impactful. For instance, Hasty Touch was amazing once you got SH2 as a cross-class, you could do rather long rotations with a very high HQ chance. Now you need to just overgear things and meld. Maybe this means some of the skills need to be re-distributed through the levels. Right now crafting power is highly backloaded, first with manip/prudent in SB, and then again with groundwork/prep/delicate in ShB.
3. Gearing is fairly annoying with Ishgard, as are class-quests. Perhaps some decent gear needs to be available from Ishgard vendors, to match the way DoW/DoM progression is mostly by gearing up at 50/60/70 with poetics. Perhaps it's time to re-do the ARR class quests to be SB style, where mats are provided for you, and you *must* craft it yourself. The speed-leveling leaves people in a state where they rely on others for macros because they never learn how to craft. As much as people dislike manipulation being class-quest locked, if these class quests weren't so tedious, that sentiment would change. And you can move other important skills like Byregot's Blessing behind say the 50 class quest. I'd recommend also stat or level capping these crafts Ixal style to avoid "just spam Ishgard, then 1-shot all the class quests" being a viable strategy. This is a great opportunity to put to rest the level 60 class quests once and for all; nobody likes being forced to get master books or overlevel/gear just to be able to continue into SB quests.