So heres a good question regarding HQs to pass on to yoshi....
How will current HQ items transition into the new HQ system?
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So heres a good question regarding HQs to pass on to yoshi....
How will current HQ items transition into the new HQ system?
I'm soooo disapointed, i've been waiting for this news all week. I was hoping Yoshi was gonna doing somting nice in the future with crafting that would justify the over simplifcaction.
Sadly looking forwards i just see more problems with his plans for the system. he has been doing a really good job with other stuff even if most has been in the wrong order, but i guess there is so much wrong working out the correct order is as hard fixing the issues ^^.
I wouldn't consider my sef a hardcore gamer or crafter maybe somewhere in between hardcore and causal and a feel these change will distroyed a huge portion of the game.
All HQ mats need to make a HQ item what a load of BS, HQ mats are gonna be tough to get, the causual players that Yoshi is aiming for are already complaining about dungons being too hard, i doubt these HQ mats will remain hard to get for long.
the bottom line is what you gonna have is no economy which will not be a issue as every one and there dogs will be able to make/fix everything, no item will come up for sale as no one is gonna systh gear with no chace of making a profit off HQ's.
The is a weird way to go but it does fix the incredably flawed market ward system w/o actuall doing anything to it.
well to sum up yoshi's post the crafters were right to worry about this new system. this is taking 10 steps backwards.
gotta respectfully disagree. i don't think this fixes the market ward system at all, rather it just adds another level of fubar
on side note:
- they can't increase inventory space do to cost of hard drives for servers? Seriously?!? go ask blizzard how they handle 20x your player base with faaaaar more space, or any other mmo as every single one has managed to deal with this issue
-getting rid of +2 and +3 versions and moving to a NQ/HQ system? i think i just heard someone that saved to buy a +3 crab bow slit their wrist
i think every time i read about upcoming changes i facepalm (except for chocobos and airship, good on them for that)
I sort of see what his plan is, but it seems like, at least from these posts, that it will create a lot of issues. Needing HQ to make hq also seems to take the only entertaining part out of crafting, the mini game to make HQ items was the one part of the system where the mini game actually served a purpose. Well, looks like they are going to end up totally recreating crafting by the end of the day, lets hope the system is good, and appeals to the people who enjoyed it before. Maybe not, but ehhh thats life i suppose
i think the hq mats needed to make a hq product may be a translation issue... otherwise why bother with durability vs quality (and all associated skills learned and bought via guild marks)
yeahhh that server space issue hit me as bullshit as well, i mean all your inventory is text, they have databases which serve a much larger population much more often with much more information with no problems. I think he is just copping a plea there, saying something that sounds good to people who dont know too much about databases and servers.
I mean having limited inventory is good for an MMO for many reasons, but the server space issue is not really one of them
i mean they have things offering data storage free, and this game is gonna be 13 a month per person
I am glad I'm not the only one who read the posts and immediately felt wary. I'm still waiting to see more... but this didn't leave a great taste in my mouth...
i hope it is, but sadly from reading other posts from the playerbase these changes are aim at they want to be guarnteed HQ synths with HQ mats rather then have to try a few times, so i just think this a step to please them. some also want cloase to 100% drops on rare items from NM's so my guess this will be the next step. from a company point of view tailoring a game for you desired player base is the correct thing to do but from an enteraining point of view it's not the best way to go IMO, what you'll end up with is everyone looking the same using pretty much the exact same gear. it won't be long before even the people that like these changes will get board and move on. FFXIV the 1st MMO you can complete.
Wow. Really nice information Bay, thanks a lot!.
Well, it seems the crafting system will retain its difficulty level and depth with more recipes for high level and after the Materia system is in place things will go crazy!.
I am pleased with the change to NQ and HQ instead of the four versions of the same gear. After a while there wont be a need to add the HQ search for items to be so detailed =p instead of looking for +1 +2 +3 now just search for HQ's =p.
It seems the NQ versions will be really good and at the end if you work really hard youll be able to wear the HQ version of it.
There are a lot of uncertain things still, but is to be expected since we dont have all the details on how crafting and the economy will evolve at long term. After reading that I am certain whoever has planned the crafting overhaul is definitely doing a good job, not only seeing short term but also long term effects with all new recipes for high level gear, parts, materials etc. Cant wait to see more =D
i'm sorry i read the post by bay with the translation and it does nothing of the sort. yay i can farm items and hasty hand hq items 100% of the time. that is nowhere near the difficulty. the change of the nq/hq system is the most ignorant thing i have seen in the game next to the nerfing of the nm's months before any changes were done to the battle system. we are now entering the age of hello kittyxiv.
Well, if you read the post, it says that obtaining the HQ mats will be really hard, meaning that crafting those parts HQ might be very challenging. In what way? I have no idea.
Now, every change will not please everyone, they are going by their professional knowledge that this will work. See the finished system first, try it, then provide feedback.
I hope you are not trying to say you or anyone else here knows better?
All the changes I read sound quite good to me. Most of the complaints I see stem from either a sense of fear for what is not yet known, or fear of change. Crafting as a whole is going through a major change - that much is known. A lot is going to change for the better, but something like that isn't going to be achieved with baby steps or by worrying about keeping current stability.
The in-game economy atm is a joke anyway. It won't take much time before it settles in again. One thing Yoshi should have mentioned is how current gear will transition over to the new NQ/HQ system. My prediction is:
(NQ, +1) > NQ
(+2, +3) > HQ
We've got to keep in mind the foundation for these changes are coming along with or after the battle reforms of 1.19, after which - as stated by Yoshi in this post as well - attributes will have a major effect on one's ability as opposed to the largely negligible effect they have now. This point is key, because it brings value to everything being added.
The Materia system will be huge just due to that change in effect for attributes alone. Add to this the coloring for specific effects/attribute boosts, difficult single-tier HQs, and advanced crafter recipes and it sounds more to me like crafters will have much more abundant and exciting goals to pursue with this system - all while it not being convoluted and confusing at a glance.
What I see with these changes are simplification of crafting as a whole initially, and then the addition of many challenging goals at higher ranks. This essentially makes it so the challenge of crafting is not full-force at early ranks and it doesn't act as a deterrent for players who would otherwise not bother crafting, but at the same time gives a clearly defined goal for crafters to get to higher ranks to be able to participate in advanced recipes and materia-craft.
I see depth being removed in all the right places, and depth being added in all the right places...
...but I digress. In the end we'll see what we get once the patches hit. All in all, like the many changes this game has started to face in the days past, we won't know what they truly bring until we experience them first-hand.
Not sure i can agree with this part. think the way the simplified low rank recpie and the detailed high rank recpie as been put across by Yoshi is misleading.
it is still going to take the same steps to make an ingot, weather it's a low lvl copper Ingot, mediem level Iron ingot or high level Cobalt ingot. The same will be true for leather and lumber too, and recpies form all ranks will need these.
There is no extra clompexity in the high level example that has been given to the low level on that started this debate.
I am personally liking what I am seeing here, I think I need to think things over a bit longer to drop a final verdict, but it all looks positive.
I am in agreement with the conversion of item qualities people are suggesting. NQ and +1 should become NQ and +2 and +3 should be HQ, if I see my +2 items going into NQ I will be a very pissed off camper. But we have no official news on how this is going to go, yet.
Honestly, a lot of people will be mad no matter what changes - as long as something changes someone somewhere is always going to get pissy.
However it makes the most sense to split them right down the center. Yoshi says that HQ will provide a clear buff to the gear, and being that it is a single-tier HQ it would make more people upset if +1,2 and 3 all become HQ. This devalues the current +2/3 gears which both are considerably more difficult to obtain than a +1 - you don't even need HQ mats to get a +1 final product consistently.
If anything people should be happy for such an advanced notice. I'd take this opportunity to sell off any +1 and +3 gear I have (provided we get an official transition plan announced.)
the fact that it looks like there is going to be a new tier of crafted endgame gear(cobalt for instance) does give a bit of hope to the fact that the older stuff wont be as important to that effect either
but yeah people will be mad regardless, but one thing to look at, will you hit a bigger crowd by making +1s nq or hq?
i can almost guarentee a small fraction of players carry around +2/3 gear overall compared to +1s, most every hq peice of gear out there is a +1 so HQs would be near non existant under the new system to start if the change hits as such(and the people who worked for those +1s will be mad that they worked for them for nothing)
I'm just gonna step back from this one for now and see how things change when it goes live. I still have several concerns, but I admit it could be all for nothing. Still, I would have rather come here and expressed my worries and be wrong than to have said nothing at all. I may be back post 1.19... ^^
The simplification of the crafting system? In one fell swoop the depth that makes FFXIV's crafting unique is being removed, while failing to solve the problem. Unless we're forced to skill on finished products due to the removal of items like celata visors etc, there will be no increase to low level gear sold.
If we are forced to skill on low level items, they'll become worthless to the point of being primarily vendored.
Aside from gear that only takes a lv1-5 crafter to make, this does nothing for a new combat-focused player. If they don't want to craft they won't craft, and there's still no incentive for other players to sell low level gear. A more creative solution that didn't remove the unique nature of the game's crafting system would be a much better approach.
Create incentives instead, for crafting-focused players to great finished products in their level range through gil kickbacks or SP gained whenever they successfully complete and sell a piece of low level gear. Not something so repeatable that it's a player's primary method of skilling up, but something nice enough that a crafter will want to do it every day or every few days to get a nice bonus chunk of gil or SP.
My highest crafting class is Rank 18 Blacksmith so I'm not an expert in the field of crafting by any means but I really see where they're trying to go with these changes. It may just not be translating well and we may not have all the details but the overall idea of the crafting revamp is exciting to me. It makes me want to pick up crafting more seriously. The ease of entry into the world of crafting is very important. And the fact that the complexity of the system increases in to the higher ranks makes this system sound unique. A lot more unique than people are willing to give it credit.
I can totally understand the concern of the players with HQ +1 +2 +3 possibly having their items lumped in to a single group of HQ but if you consider that the differences are between the NQ and the HQ are going to be very significant then I see no real problem here except you won't be able to brag about your +3 anymore. Instead you'll get to brag about your HQ item that you had to painstakingly forge from hard to find/craft HQ ingredients.
I'm on the more positive side of how this system revamp will play out but I, just like everyone else, will have to wait to see how it plays out upon implementation. If it honestly doesn't work, let them hear about it, but don't jump to conclusions.
This will effectively make the material suppliers (aka DoL) to control base materials on the market.
As it should have been since day 1. I see this as a seriously positive step forward.
Well done. Domo Arigato, Yoshida-San.
Pretty exactly my feelings.Quote:
I see depth being removed in all the right places, and depth being added in all the right places...
Btw: I'm not so sure the +2 / +3 on existing items will be removed. Remember the +1 on raw dropped materials? Those weren't removed either - they just ceased to drop.
....So they were removed... Their data still exists in the game, in order to not cause any discrepancies with people who own them already, a temporary measure. If an item cannot be obtained anywhere, for all intents and purposes it no longer exists.
(Also, this change hasn't even gone into effect yet, you still get all levels of +1/2/3 from gathering.)
What will happen with Careful Synthesis, Quality Boosting Abilities and Touch Up? Unless it's a mistranslation, I can only see that HQ will be 100% dependent upon HQ base material. In order to make processed material like Ingot HQ, are we forced to collect 4 HQ Ore? If so, is this really gearing toward freeing inventory space? Because if we happen to miss one single HQ material/base material for the synth, we get absolutely nothing. Then the HQ material which we keep in waiting for the missing piece will remain in the inventory, and as the translation said that gathering these HQ material will be harder, we will keep getting HQ material piled up in inv until it explodes because we happen to miss the "missing link".
If, only if, the above hypothesis truly happens, most of the action and abilities for crafting will be rendered pointless as well. Will the devs give us Auto-crafting/Bulk-crafting or perhaps SWTOR way of dealing with crafting through companions? While it started as a joke, now I'm seeing it as an option more seriously. If the mini-games are getting more and more pointless because the removal of many abilities and actions, I would rather not touching the mini-game at all.
Talk about being hilariously overdramatic. YES! Some recipes taking a few less steps to craft is utterly and completely destroying the depth and uniqueness of the FFXIV crafting system! That is an unfathomably ridiculous statement to make. As for low level gear, when exactly was low level gear an issue? Levelling in this game is so ridiculously quick that low-level gear is in extremely low demand. The game design simply makes it stupid to keep upgrading your gear every 3-4 levels when you achieve those levels within hours of eachother.
So? There will always be one recipe which is optimal for levelling. That recipe will be grinded on and become cheap/vendor trash, and all other low level recipes that /aren't/ grinded on will retain their value. Again, killing the market for 2-3 pieces of low level gear is obviously not a big deal at all, doubly so since low-level gear already has minimal demand.Quote:
If we are forced to skill on low level items, they'll become worthless to the point of being primarily vendored.
Post-patch if a low level player wants to craft his own armor or weapons, he can pick up a craft and be high enough level to make his own stuff within an hour. Especially since we know low-level synthing will become simpler with this process. That is a change for the better in every single way imaginable. High level crafters already didn't bother crafting low-level gear, and there's certainly no reason they would bother after the patch.Quote:
Aside from gear that only takes a lv1-5 crafter to make, this does nothing for a new combat-focused player. If they don't want to craft they won't craft, and there's still no incentive for other players to sell low level gear. A more creative solution that didn't remove the unique nature of the game's crafting system would be a much better approach.
Again, your ridiculous focus on the low-level gear market shows how out of touch you are with reality. Literally, nobody except low-level players care about low-level gear, and even the most casual new players reach r20-30 within days of starting.Quote:
Create incentives instead, for crafting-focused players to great finished products in their level range through gil kickbacks or SP gained whenever they successfully complete and sell a piece of low level gear. Not something so repeatable that it's a player's primary method of skilling up, but something nice enough that a crafter will want to do it every day or every few days to get a nice bonus chunk of gil or SP.
Crafters wanted a more robust endgame system, and this patch will deliver just that. We'll have more difficult synths, more demand for our items through materia, and an easier time crafting gear for our friends because it won't require an hour to make a level 5 wooden shield. This is a win in every way imaginable, and if you disagree you probably haven't levelled a craft yourself to be able to speak intelligently on the topic anyway.
It can be obtained. Just buy one from another player. Actually I have quite a few of those old materials. Also, the change has gone into effect. Show me a single drop item that's +1 or +2 after the patch.Quote:
....So they were removed... Their data still exists in the game, in order to not cause any discrepancies with people who own them already, a temporary measure. If an item cannot be obtained anywhere, for all intents and purposes it no longer exists.
(Also, this change hasn't even gone into effect yet, you still get all levels of +1/2/3 from gathering.)
I'm not entirely sure what you're trying to tell me - but if it is something like "the old stuff will remain in play unchanged, but no new items of that kind will emerge" - then that's exactly what I wrote before.
Don't put your full trust in this, but I think what it means is that the FINISHED item is solely based on your HQ parts. The parts themselves will still be affected by the quality status, and thus we can still turn NQ goods into HQ goods via the parts. The translation says HQ FINAL item, as seen below:
So I think that parts will still require those abilities and quality. Perhaps that's what he means by added difficulty; changing the way parts work.
Sorry if this has been mentioned before but...
Are these HQ changes an acknowlegement that content will be more stat based in the future? While + gear is a great show of crafting prowess, the difference HQ and NQ wasn't all that great. Will the difference in Quality influence gameplay more from now on? or is this really just a cosmetic/inventory issue?
If anyone recalls, every time that the Development Team is asked about:
- Mailboxes & Delivery System
- Signing Crafted Equipment
- Increasing Storage
- Increasing Selling Slots
- Increasing Player Control of Linkshells
They invariably come back with "Yes, we want to do that, but we have to fix server issues first".
As a DBA myself, I am beginning to suspect the problem is not a physical storage issue, but a logical storage problem.
What if Hiromichi Tanaka implemented everything in FFXIV (including inventory and linkshells) on an object-oriented database system instead of a relational database system (e.g. SQL) for logical storage.
True, object-oriented database systems are easier to work with from a purely programmatic standpoint. But OODBs are notoriously bad at handling very large amounts of data that entail lots of transactions and/or need to be accessed by a large number of users at once.
If you have been playing the game, you've noticed that there is inexplicable lag when buying, selling, trading, putting things up for sale, in bazaar, or even into your crafting slots. The Development Team categorizes it as "server issues" ... but I think it is more accurate to say it is the code re-assigning objects from one containing object to another.
An item in inventory is not simply just a row of text that says "Sorel|Slot 6|Brass Ingot". It's the Brass Ingot object inside the Slot 6 object inside the Sorel object. Such a structure would take up considerably more physical space than a database table row of 50 unicode characters ... and certainly more overhead to move the item from one place to another.
So I suspect that when Naoki Yoshida and the Develpoment Team keep saying the phrase "fix server issues" they are not talking about adding hard drive space, or reconfiguring the RAID, or adding more processors. They are talking about converting the FFXIV inventory and linkshell system from an OODBMS to an RDBMS ... which is no easy task and not something that can be done in haste.
I guess +2,+3 = become HQ, and 0,+1become NQ... damn, I just got NM lance+1 ><
anyway I think they should just make all the maerials as NQ and HQ only, but really.. the finish gear should still be +1 +2 +3, or else all good players will be forced to wear just HQ since it has only 2 possible gear/ rate good and bad.
I just created a new thread specifically on the changes to HQ crafting, since the thread were are in is really supposed to be about the removal of parts crafting.
Here it is.
http://forum.square-enix.com/ffxiv/t...20-HQ-Crafting
It took me a month or so to make all +1 +2 parts/mats for a few tries at a +2 or more Iron Halberd to actually make me one...
Now a ton of people will get their +3 Halberd in like a day or two cause guaranteed the high crafters on all servers will just figure out all about making faster and easier all hq mats for a synth...
Pretty sharp minds play this game.
Synhts are fine the way they are. the only people that complain about them being slow and difficult are the ones that dont like crafting at all but just do the easy stuff like fighting.. Those arent the majority though...
Likewise I will be a very pissed off camper if I see my +3 items devalued to the same level as easy to make +2s. Your +2 will have to become an NQ for the sake of balance, but of course we all know you'd love a free crab bow +3 so anything but making your +2 just as good as a +3 won't be good enough.
There's about 20 times as many +2s as +3s on my server so you're either going to nerf the rarity and have to nerf the stats on the HQ with it or you'll have to price casuals out of the HQ market. I can see the latter happening. Currently casuals buy/make +2 products, soon you won't be able to afford the HQs.
I don't know about your server but on mine a +1 is worth little more than the price of NQs. I can't even sell my +1 crab bows at 150k. Like I said to Vesper, +3s are the only items that should be HQs.
Indeed, and none of these changes will get them crafting either. It's a case of "I don't like you having fun without me so I don't want you to have fun, I'm taking my ball home!".
everybody is defending their bone...
i can see how simplifying nq +1 +2 +3 into nq/ hq is needed
if you make +3 only into hq then the +2 gonna complain
and why people saying everybody gonna have hq ? its so stupid, if they want to make hq gear rare they can just increase difficulty
More simplification is welcomed here
If a recipe for an item was this before http://ffxiv.yg.com/recipe/bronze-cuirass-brown?id=1268
And it's gonna become a 4~5 raw material synth that alone will make it way easier to hq...
Getting a million items hqed so that u get more hq parts/mats into the final synth is harder than making 4 mats into hq.
I'm just going to throw this out here since a lot of people are stressing out about it:
"Using all HQ mats guarantees an HQ item" does not mean "using all HQ mats is the only way to make an HQ item"
I'm pretty sure you can still craft HQ stuff in much the same way you do now, with the amount of HQ mats being used affecting how easy it is to create an HQ item.