Also King Salmon Meuniere. Out of the three types of foods I've made, it's been selling the best by far (I haven't done the Robe Salad yet). People seem to like the skill speed as well.
I've been racking my brain to try and do a 100% NQ rotation for the 2-star recipes and am coming up far short of 100% HQ (best so far was ~33000/37000 HQ). Let alone doing it in just 22 steps, non-spec or with Reuse. Are you sure you're not talking about the regular level 80 recipes?
You can actually do it in 19 steps with 2173 Craftsmanship/2314 Control/541 CP and NQ Blood Bouillabaisse.
Just spam delicate synth and ingenuity mostly.
https://www.xivcraftingguide.com/505-essentials
Well color me impressed. I had built a craftsmanship-heavy build because I assumed from initial impressions that going full control wouldn't be as powerful and I wanted to be able to do the 2-star mats with one RSIII (2459 craftsmanship min). I underestimated the power of Great Strides with Prep Touch greatly. I've remelded towards control and the rotation does work, plus I still have enough craftsmanship with Blood Tomato Salad to do the mats with one RSIII. Win/win!
Is there even such thing as a casual crafter?
I'd like to be a casual crafter but the fact that I have to get all classes to 50 to even start has been what's stopped me doing it for the past 2 years...
Seems to me they should rethink the cross-role skills a little better, and make them skills that are only essential for higher difficulty crafts.
These 'higher difficulty crafts' could prohibit the use of common skills like Prudent Touch, if that's what would be most effective at making them so difficult...
I was unable to make posts for several days due to certain sensitive individuals that did not like my opinion very much when it came to hardcore or challenging crafting mechanics..so they just spam-reported all of my posts, in hopes one would get me banned. It’s honestly really sad how quick you can get banned just for having an opposing opinion that doesn’t promote laziness. Sometimes this community amazes me, lol.
Anyways, @Seraphor, yes they could. So long as something makes end game crafting recipes difficult, that seems very fair. 1-79 recipes could be easy, and endgame 80 recipes could have harsh restrictions.
They just changed Byregot's Blessing and Steady Hand II to be universal skills rather than cross class. That should be more than enough to get you started. Beast tribes also tend to be pretty trivial (granted, Ixali are harder than anything after them), which will help you level cheaply and efficiently.
There are certainly casual crafters though. There are omnicrafters in my FC who basically never actually craft beyond leveling them up. Leveling crafting and gathering classes is quite a bit faster than leveling combat classes generally, so people will level them up for repair and melding purposes, as well as to occasionally craft something for themselves or a friend or possibly to sell if a particularly good material is plopped in their lap. People who only use DoH to craft sparingly, but do not really focus on it, are casual crafters. They're the people likely to buy scrip gear instead of pentamelding crafted gear. They're the people likely to need the new crafting beast tribe to finish leveling. They're the people who welcome crafting being made easier because they just want the benefits and would be just as glad to have all of them without needing to engage with the system at all, regardless of how that affects anyone else.
With the new skills from 60+ on crafters and the fact that Byregot's and Steady Hand II are now on all crafter jobs, I'd say you can probably get away with just level 15 in each craft for certain basic utility skills.
Ingenuity I is nearly as good as Ingenuity II. With recent caps added to Piece By Piece and Muscle Memory, coupled with the addition of new skills, you can get by without either of those now. I'll admit Comfort Zone has no real equivalent and is a very significant ability for CP management, but for "casual" crafting, you can probably get by without it. Careful Synthesis II is nice because its free but Careful Synthesis III is fine for casual crafting only costs 7cp. If we're talking "casual" crafting, I'm not sure Flawless Synthesis and Maker's Mark should even be part of the conversation, and the new skills provide alternatives. Innovation can be supplemented with the Specialist action Innovative Touch (and if you're only leveling one crafter why wouldnt you specialize in it?)
Basically the only significant losses by not going to 50+ on each crafter is Ingenuity II and Comfort Zone, and maaaybe Reclaim in my opinion. Sure there's something to be said for the other skills like Piece By Piece, etc but for the "casual" crafter, you really can get by with just going to 15 in all the crafting classes these days and 15 is super easy to reach.
You still have "the problem" of having to buy any material from other professions just to level up, outside CUL and probably ALC, and perhaps the gear. IMO, that's the biggest burden GIL wise. Personally, I think the next step will make all professions totally independent of each other.
In Stars Wars Galaxy the market was centralized via bazaar kiosk, however, the max amount of credits you could ask for an item was capped and you needed to go to the kiosk the vendor put the stuff.Quote:
3. I don't have anything to say here. Server wide markets are for the player and I am a player. If you don't have a server wide market, you have an unofficial hub that people visit the most, and you effectively have a server wide market anyways. The Ole Undercity / Ironforge if you will.
If you wanted to sell more expensive stuff you needed to set up your own shop. For that investment on merchant skill point was necessary. In order to show items at the global marketplace, you will need to invest more points, however, the limitation of having to go to your vendor to buy the stuff still applies. Before the expansion of "Jump to the lightspeed" travelling around to certain areas will potentially require 30m (or even more if you were really unlucky).
This alone added a layer "of complexity" to be more competitive than other vendors by virtue of having a better-located shop, people will be more than willing to pay more to save time. Another aspect that could give you an edge over others is your shop also becoming famous enough, that way you could drop some merchant skill points for more useful stuff.
Still, as I said before FFXIV is a theme park MMO and you can't build a sandbox crafting system around it. IMO is ok enough the way it is right now, perhaps more can be done to make it less niche.
Note: Probably some SwG details are not totally accurate.
Mostly accurate. On my server, Corellia was the unofficial planet of choice for traders to build shops on. You could ride out 10 minutes in any direction from Coronet and not hit open terrain.
The general use I saw was Bazaar for advertisement (and good, cheap starter weapons), /shout at the starport to catch people in travel, lug a droid around to do some custom work for people you run into, and keep a stock of standard items while drawing people in with special component crafts.
I miss that game.
Wait a sec for the Ishgard stuff because that's where the ultra high-end difficulty stuff will be. Crafting is basically being divided up the way battle content is. Almost all of the content in the game being casual difficulty, but then this separate optional component at the high end for people who want challenge content. Some part of the Ishgard thing will have hard synths and, for the first time, competitive rankings to reward the top crafters on each world.
Please don't get frustrated that no star crafting is easy. It's not even a single star. Of course it's going to be easy. :/
Are people really getting mad over it?
What are you talking about? The new crafted battle gear is easy as well. Why do people keep thinking this stuff will get harder? It won’t. It’s not going to. The point is getting an answer from the FFXIV team as to why they changed crafting so much to where it caters to one audience and not both.
None of the in-game crafting mechanics lead me to personally believe that Ishgard is going to present any remote form of challenges. Beyond obscene melding, and over-inflated progress/quality thresholds.
Tell you what Cookies, and this isn't a joke or me being ironic. You actually already can balance "casual" and "hardcore" crafting and SE doesn't have to do anything. You can make crafting challenging at the same time while other people that want to play "casual" can still do it. All you have to do is limit and restrict certain abilities you find OP for yourself to use.
You want challenging crafting? So be it. See if you can consistently HQ something without using Prudent Touch, Delicate Synthesis, Ingenuity, Waste Not Want Not II or Specialty actions. And if that doesn't do it for you, take away something else you feel is OP.
Give it a shot and you may find that challenge to crafting that you've been looking for.
And if after reading this you think "well I want to be rewarded with loot for more challenging gameplay" then consider that what you're looking for isn't really a challenging crafting.
Top 3 most over used counter arguments to challenging crafting:
1) RNG =/= Challenge
2) If you want it to be challenging, make a challenging rotation!
3) Wait until Ishgard
I’m not going to sit here and explain to you why what you said literally makes no sense. Especially when it comes to someone intentionally inconveniencing themselves, who, is competitive on the end game lvl80 gear market. (such as myself) That’s like saying “You have two legs! If you want life to be challenging, only walk on one!”
Don’t be silly. Please re-read my posts, and I mean that respectfully. I’ve went over this numerous times.
Errrr tou realize people do limit them self in battle contents right?
solo healing, 7 member party, soloing old trial that stick extremely hard to solo, solo potd etc etc and most of them have no rewards...
the current savage is extremely dumped down thats actually not enough challenge in battle contents as it is...
why crafter blalantly refuse it is confusing me, if they really just want challenge... do they really just want challenge?
Solo healing is efficiency on easier fights to allow more dps. It has a purpose. Soloing difficult old trials lets you farm mounts without competition and requires you know your class very well. Solo PotD has a lot of recognition and a title attached.
What Mogbert is saying is more like "take half the abilities off your hotbar and see if you can run dungeons". This isn't challenging, because you're dumbing your class down to less buttons, it's restricting. The interesting part about crafting, like battle classes, is seeing what you can do and how far you can go with your toolkit. Only nothing requires your full toolkit.
Gimping yourself in battle content to make it more challenging can't really be used the same way for crafting.
Crafting is procedural, you already know if a rotation is going to work or not, so you either make a rotation that works, or one that doesn't.
Does intentionally failing count as making content challenging?
'Hardcore' crafting ether needs to employ more RNG, which people never like, or more investment. It's that simple.
Make more costly recipes, with higher stat requirements, that require more steps to complete.
Or Recipe's that disqualify certain abilities like Prudent Touch.
Collectibles is probably the best place to work stuff like this into, because of the Collectibility rating.
You could give even greater rewards for even greater ratings. Basically just scale up what Collectibles already have.
Have you ever considered that the reason these three solutions keep cropping up towards your arguments is because they are valid points?
But wait! You would still be competitive because using those OP skills are too easy right? You would still get your HQ stuff made and would be competitive.
Unless you don't think you can do it without those 4 skills I mentioned? (For the record is possible since I have challenged myself to do it).
Challenged accepted.
https://i.imgur.com/7gJ7oHc.png
Not spec, no WN, no Prudent, no Delicate.. It's not exactly a challenge considering you can still macro it with 100% reliability, albeit higher stats, but that's the punishment for not even using Ingenuity.
"Just press less buttons" is not really a fun way of inducing challenges, you just keep pressing as few, and few buttons as possible until you eventually hit a roadblock to where you constrain yourself too much that it simply isn't possible to progress.
I really don't think there's even an argument to be made here. This isn't even 1 star crafting yet lol. But for the sake of argument we'll pretend it's now easier and not just because it's plain no star crafting.
How about they compromise. Keep everything like it is but add really hard to craft items for housing, clothing, etc which is what they'll do eventually anyway. Or add a "hard mode" button sort of like the synthesis one that makes the gear twice as hard to make and offers a slight bonus or something? Personally I prefer the way crafting is right now. (Remember it's no star crafting) It still takes enough work to do that not everyone wants to bother. I am FINALLY caught up to date on my gear. I haven't been playing since ARR beta or anything and started right after Stormblood came out and there were several humps that were nearly impossible for me to get over. I don't remember which levels they were at - maybe 50 or 60....possibly even that green lv. 70 gear: the Onishi and Nightsteel stuff. I did not have near enough materia to get over that hump nor enough gil to afford the materia and thankfully I found a method online where you can use your specialty class and those delineations to where you can infinitely use Heart of the "class" and Nymeia's wheel to gain back durability allowing you to essentially craft HQ gear from all NQ mats with crap gear lol. It was a pain and a long process but it allowed me to finally get over that hump. I didn't use it for anything else but that because it was too much of a pain. Even when Shadowbringers came out I didn't have full materia in my crafting gear and hardly any in my Gathering gear. Now with this lv. 80 crafting gear I'm finally caught up with most everyone else and can take my time gathering materia in order to stay up to date. It also seems like it's easier now to get crafting materia so that will help too.
Also, the expansion just came out and the crafting will get harder as it goes even with these new seemingly op abilities so keep that in mind. Personally I enjoy crafting but don't want to make a full time job of it. I can understand why some people want it to take more skill but let's be honest. Most people aren't like that. Usually you have a few really good crafters who come up with new ways to craft gear, create macros, do all the number theories stuff while everyone else just gets their gp high enough to copy and paste those macro's. I'm super glad that there's awesome crafters who are able to figure out all the things I can't. You'll make my life much more enjoyable so my thanks to you all.
Something I wouldn't mind is a crafter only battle set. Doesn't have to be BiS savage, maybe 5ilv higher than the current, untradeable and far more difficult.
Small things like that could reward crafting without breaking the game.
And of course, shiny primal versions of current crafting tools that are also far more difficult and untradeable would be great.
I mean sure but if you're going to invoke a manual rotation which involves the usage of Whistle to overcome that hurdle then you're already using a skill which is more busted than all of the aforementioned abilities (minus Ingenuity), collectively. That skill will trivialise any challenge you throw at it. At that point the only challenge you're imposing on yourself is learning how to properly use that skill.
With respect to doing it without Ingenuity nobody here is going to believe that on your fleeting word in any circumstance, especially taking into an account that the ability factors for 50%~ of the quality gain.
I think the issue with crafting is they would need to design it so that you would have to interact, press buttons, etc. in order to craft. It seems that they've been going away from this as a necessity, so not sure if they would turn around and change it all.
But I don't have any issues with a small group of recipes requiring a certain ilvl / crafting stats and allot of work to complete. I don't agree with making all recipies that, but a group of possible cosmetic pieces, perhaps even raid competitive gear (bound on pickup), things like that.
They could make crafting these items a bit more interesting with specific skills that trigger combo requirements with a timer. once you hit the skill, you have to hit a certain sequence of other skills before timer runs out. perhaps it's a random set from 4 specific skills, or a specific number you have to reach, stuff like that. very similar to how jobs need to time certain skills during a power window. that would make it more engaging for sure. But only for select recipes...just like in the rest of the game, it needs to be something not necessary for the game, but something that would reward you competitively.