Crafting Related Questions
Crafting In General:
"In regards to crafting in general..."
- Is there work being done on the current repetitiveness of crafting?
- Are there any concerns that a large majority of crafters have taken to watching a movie/tv or even playing other games while crafting, simply to grind through the levels?
- With the possibilities of making crafting simpler on the horizon, are there any concerns of making it too simple and having players fall back into the same problems listed above?
- With the great potential of the current crafting system, are there truly instant crafts coming in our future? (Even if they are only bound to lower level synthesis.)
- Tentatively speaking of 1.19 and making synths require less materials, will the crafts themselves become easy to get the ingredients for?
- Will crafted items begin to saturate the market if they do become easy to obtain?
- Will crafting have any part in the upcoming dungeons content?
- Will crafting have any part in the upcoming Grand Companies content?
Locals:
"In regards to local leves..."
- If marks are going to be rewarded based on the location of the craft's guild, will that make guild marks more difficult to obtain as a whole due to the limited amount of leves in each area?
- With the above stated, will this have any effect on guild marks for combat and gathering classes as well?
- Will guild marks ever play a larger role in purchasing abilities/skills/ or items in the future?
- Are there any plans to extend the amount of locals able to be taken based off of each class rather than each player? (Such as being able to do 8 carpentry, 8 culinary, 8 alchemy, etc each reset.)
Abilities:
"In regards to crafting abilities..."
- Is it currently being looked into how some abilities are not working based off their descriptions or have very high failure rates?
- Will the effectiveness of abilities and stats for crafters be looked into in the tentatively speaking 1.19 patch?
Consumables:
"In regards to consumable items..."
- Particularly speaking: potions, ethers, and remedies, will these items also be looked into in the revamping tentatively mentioned for 1.19?
- Will these items be altered in their capabilities so that they are something players would actually consider using in combat?
- Will food be treated in the same manner?
Materia:
"In regards to the future Materia system..."
- When attempting to have a piece of gear give you a materia from the repeated use of the item, will the item be destroyed in the process of the creation of the materia?
- If so, would this make up for making synthesis ingredients easier to obtain, so they will fill the marketplace, be destroyed for the creation of materia, and then off the market to encourage more of a supply and demand economy?
- Will different pieces of gear yield different kinds of materia?
- Will materia be stat increases only, or possible effects? (Such as 30 second defense boost when hit with a critical hit, or something like that.)
Miscellaneous:- Repairs: In regards to the simplified repair system, is it considered that the streamlining of repair items devalues the items and repairs as a whole? ( When you think of the specific NM gear that was introduced in one of the last patches, part of their originality was not only their stats and appearance, but also their repair materials.)
- Does it not make some sense that exceptional equipment takes exceptional repair items? (I'm not against a streamlining of the repair materials, but I don't believe Final Fantasy's equivalent to duck tape should be used before generic repair materials such as "Scrap Metal" "Scrap cloth" "Scrap Lumber" etc.)
- Do you feel that using the item "dark matter" is causing items to lose some of their flavor?
- Selling repair materials was a relatively low source of income, but income none the less. With gatherers being able to gather dark matter, players being able to purchase it from npcs, and the repair costs from the npcs being reduced, will this implementation be hurting the economy? Even slightly?
- Will group related content be considered for crafting in the future?
- Are there plans to implement a real recipe book full of all recipes you have obtained in game?
Gathering Related Questions
Gathering in General:
"In regards to Gathering in general..."
- Originally, it was thought that all classes (combat, crafting, or gathering) would still have options for combat situations, even possibly ideal for certain ones. Will these thoughts be reflected in future gathering/crafting content?
- Will gathering have any part in the upcoming dungeons content?
- How are percentage rates for items dropping that you are aiming for going to be changed (and their values)?
- Is anything being looked into in regards to nodes expiring while gathering?
- Will gathering have any part in the upcoming Grand Companies content?
- Will new nodes be implemented for the gathering of dark matter or materia?
Leves:
"In regards to gathering leves..."
- Is there a reason why players must choose between combat and gathering leves each reset? Why is it not allowed for players to take up 8 of each if they so choose?
- If linking leves for gathering does increase the amount of exp gained, should it not also allow each player an objective or allow the group as a whole to gain the exp?
(Example: If the goal is to log 3 oak logs, shouldn't each person in the party either a) Have to log 3 oak logs or b) Get the exp when someone else logs the oak log. Basically, how in a combat party, no matter who deals the finishing blow, everyone gains exp.)
Grades/Placement:
"In regards to the various grades and placement of gathering nodes..."
- In the future are we going to be able to mark points of interest on our maps?
- Is it being considered to give more nodes that are closer together to botanists and miners? (It just seems a little odd that fisherman basically just have to stand in one spot for eternity, lol.)
Fatigue:
"In regards to 'Gatherer's Fatigue'..."
- With the removal of fatigue coming in 1.18, and practically letting everyone loose lol, do you still think it's fair to allow gatherers to suffer from a form of fatigue?
( Whilst other classes will be able to continue on without hindrance while leveling, gathering classes will, at a point, have a reduced amount of exp as they begin to fail to gather items. This seems to break up the equality between the classes on a leveling basis.)
- Will this at all be addressed in the future?
- Is it possible to still have the limitation on items gathered, but allow people to gain sp at the full rate? Or if not, is there a way for them to gain exp without going out to the field or camp to gather that is a legitimate way for them to level their class?
(I realize their are still some limitations on gaining exp per class: Crafters and materials, Combatants and Mobs. But in the end, it still feels as if it's not the same for gathering. A crafter can go and buy more materials or do locals. A combatant can go find mobs somewhere else or do leves [and dungeons]. If you are already in gathering fatigue there is practically no other solution for you.)
- Is this something currently being looked into?
Miscellaneous:- Will group related content be considered for gathering in the future?
Economy Related Questions
Marketplace:
"In regards to the marketplace..."
- Is a bidding system currently in the works?
- Is it being considered to allow players to purchase, sell, or repair items directly from the search menu?
Selling and Buying:
"In regards to buying and selling in the marketplace..."
- Is there contemplation on adding a seeking tab to retainers? (Allowing players to seek up to 10 items as well as sell 10 items.) In addition, could a third tab simply for repairs be considered as well? (Making it 10 selling, 10 seeking, and 5 repairs at the same time.)
- Is there consideration to allow players to search for what players are seeking from retainers as well as selling? Also, allowing playings to search for retainers seeking repairs?
Inventory and Retainers:
"In regards to inventory and retainers..."
- Are more tabs being a considered addition to the inventory system we have now?
- Is a better organization feature in the works?
- Are craftable inventory pieces in the works for implementation?
(Examples: Jewelry boxes made by Goldsmiths, Cloth sacks made by Weavers, duffel bags made by Tanners...etc.)
Miscellaneous:- Trading: In regards to trading, is there any chance you will expand the number of items allowed to trade per trade window?
Transportation Related Questions
General Transportation Questions:
Airships/Vessels:
"In regards to Airships and other Transportation Vessels..."
- Will airships and the like be manually handled or ridden automatically through a cut-scene?
- Will you only be able to board airships from a city?
- Will players be able to build different forms of transportation in the future?
Chocobos:
"In regards to Chocobs and Chocobo-related content..."
- Will renting costs for Chocobos at implementation be very high?
- Will a new class need to be introduced before we can start raising Chocobos (or other pets) ?
- Will raised pets be trade-able/sell-able?
- Will the use of a rented chocobo be significantly short?
- Will chocobos be ridden manually or will you ride them during a cut-scene only?
- Will more than one player be allowed to ride a chocobo at a time? (Maybe just two people?)
- If other mounts are implemented to only be used by specific jobs, does that mean mounts will have combat related content?
Mail:
"In regards to a mailing system..."
- Is a mailing system in the works for Final Fantasy XIV? (Mog post, mail box, retainer mail, etc?)
Miscellaneous:
Content Related Questions
<Under Construction for Content Related Questions>
Storyline:
"In regards to the main storyline..."
- Will more be done with the power of the 'Echo'?
Grand Companies:
"In regards to the Grand Companies..."
- Will we, once we all have to choose a faction, still be able to do things within our faction with other Linkshell members? Even if they have chosen a different company?
(If I am not mistaken, although companies operate separately, they all have similar goals to protect Eorzea from the oncoming and unknown threat. They should still be working together with that piece of lore, correct? Basically, does an entire LS have to join with a company in order to enjoy the content of that company in a group environment?)
- What sort of things will be available for purchase with the company currency?
- Will their be company quests for all different classes and levels of players?
- Will the Grand Companies be heavily involved with story-line based events?
- Will the Grand Companies replace the main storyline or progressing it forward? Or is it just side content?
Dungeons:
"In regards to Dungeons..."
- Will there be a limit on how many times you may challenge a dungeon within a preset amount of time?
- Will it be necessary to have adequate group dynamics in your party to complete the dungeon? (Will jobs be required to make it through the content?)
- If a player disconnects during a dungeon, will the party be able to continue on without a player? (Seeing as how it's slotted for strictly 4 players or 8 players, it's a concern.)
Quest Hubs:
"In regards to the future Quest Hubs..."
- Will these simply be a new camp of sorts?
- Will they have any significance to the storyline?
- What is their main purpose for players?
Tribal Encampments:
"In regards to the Beast Tribe Encampments..."
Side Quests and Task Board:
"In regards to in game Side Quests and Task Board quests..."
- Are the rewards for these quests being looked into?
(Better rewards, more incentive to do them.)
- Will cut-scenes or voice acting ever be added to the side quests?
(They typically have good lore, but it's a little dull to simply: talk to npc > go to point A > complete objective > talk to npc > get mediocre reward and a bit of lore.)
Events:
"In regards to in-game Events.."
Lore:
"In regards to Final Fantasy XIV Lore..."
Miscellaneous:- Are there plans to implement new monsters in the near future?
(Or current monsters that we have yet to see in game, such as the Treant in the opening Gridania scene.)
- Are there any plans to have resting positions for mobs not engaged?
- Are there any plans to have more diverse models of frequently used monsters? (Goblins, Dodos, Aldgoats, etc.)
- Are there plans to add a bestiary in game?
- Ifrit Battle: In regards to Ifrit Battle, is this battle story-line related or job-related or both?
- Is this the first battle in a series of several to come?
- Will this battle be more testing than the dungeons scheduled to come out in 1.18?
- Ishgard: In regards to Ishgard, is this slotted for implementation in 1.19 as well? Or are we looking at 1.20 and beyond?
- Mini-game: Are there any mini-games (such as Triple-Triad) in the works for FFXIV?
- Arena Battles: Are there currently any plans to implement the Arena in Ul'dah for pvp or other fighting related content? (Gauntlet? Tournament?)