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Originally Posted by
fusional
fair enough, i don't disagree.
there are several ways to make it enough of a grind to warrant superior stats to relic (and i do agree a bit that customization options would be nice if you're going to put in that kind of effort to begin with). to get started, a luminary weapon for the corresponding craft seems appropriate. then what? working toward a few guild items which increase your effective skill level? then working toward a guild key item which unlocks the synth?
Essentially. If you read the flavor text in my origonal post "Tomes from both Aincent times and fellow Adventurers" was to refer to key items that were to advance the crafter's skill beyond the normally 'capped' level, allowing them to work for a greater craft.
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while that's all debatable, another thing is how to handle the items you need to complete the synth. do you give the items a chance to drop at any time, then leave it up to players to distribute to someone working on the questline? do you not allow most of them to drop until after you acquire some key item or pass a certain stage of the quest? do you reserve the final material for a later stage in the quest, or just make it harder to get than the others somehow? (rarer drop, harder/hardest boss, etc)
That would be dependant on the stage of the item. And we can use the path towards a relic as a sort of standard. If we were, again, to use Ifrit Extreme as an example, you were guarenteed a drop - but the fight was extremely hard. Where as when you were doing dungeon grinds, you diddn't necessarily get the item you needed every time.
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i think simplification of crafting, removal of guild marks and key items, etc... was a good idea for 1.0. and it was good to allow more people to get into crafting. but i do think in 2.0 crafting does need something special and reintroducing some of those extra steps as *optional*, making it take a bit more work, and giving it a good long-term payoff is not only a good idea... but perhaps vital to the longevity of the game.
look how well crafting held up in xi over the years. it took a level cap increase to 99 and a shift in the economy from crafting-based to farming-based to disrupt the strength of the system. (and i think they plan on fixing that to put crafting back on top again)
We agree on this point, which is why I wanted to introduce this concept of making something that a player can take personal ownership of and have the ambition of taking their crafting beyond the normal level, much like you would consiter your dedication to your combat.
Much like Relics, if a Magnus Opum were to fall by the wayside because of updates and power creep, there could be a way of 'fine tuning' the weapon further to allow you to keep up with the effort you put into it.
Granted, this invites "why should you be a unique little snoflake" arguments, but part of what makes MMO's fun is a sense of identity in the world - and this gives people who are dedicated enough the availability to do so.
A major crux of this, however, would be that the developers design the Classes and Jobs to the point where they are not just viable, but optimal in multiple builds. For instance, a critical damage orientated Dragoon and a steady Damage Dragoon should each have builds that more or less give the same overall performance, rather than a single build being optimal in all circumstances.
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in principle, i agree. and i know some people like to play the game as primarily crafters, or primarily gatherers. so in that sort of scenario, i understand a crafter being able to make some legendary (perhaps that's the name we'd give these items, rather than relic- legendaries) weapon or tool to sell or give to some worthy adventurer.
but at the same time, allowing something as powerful or moreso than relic to be sold could cause some game balance issues, or worse- encourage RMT activity from people who want those weapons but don't want to put in the work to get them.
I agree as well. Which is why I would say the limit of trading within the account should be able to bypass the RMT issues, and still have the concept of a legendary weapon being passed from a crafter to a combatant could be a possible compromise here.