Everyones freakin about combat. It has always seemed to me the dev team wants to keep crafting on par with combat in this game. So what would keep them from implementing jobs for crafts?
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Everyones freakin about combat. It has always seemed to me the dev team wants to keep crafting on par with combat in this game. So what would keep them from implementing jobs for crafts?
I see crafting classes as Jobs already to be honest, I mean how could you enhance them further?
Because the new jobs are meant to add roles for partying to existing classes. I don't think people craft in parties so it Probly will never happen although a group crafting one beastly item would be cool.
There's nothing wrong with crafting class nor do they need an advancement.
Didn't Naoki Yoshida show us pictures of group crafting in one of his Letters From The Producer?
If group crafting is indeed in our future, then that means crafting parties. And crafting parties could be a reason to actually have crafting Jobs ... like Engineer or Shipwright.
In the same vein, what about specialised jobs for us gatherers? Granted I don't know how that could be done, but I'm curious.
Cause nobody cares about crafting and as each month goes by it becomes more and more meaningless.
How do crafters expect to compete with untradeable gear anyway ?
I don't think the crafting classes are getting specialized jobs
The job system was meant to add uniqueness to the seperate classes
crafts are already easy to tell apart, the main goal of the changes was aimed at COMBAT
Well I'm in favour of making all repairs 100% from NPC's, I think the current repair system is a joke.
It's a bit sadistic to expect people to level to 50 in a craft just to repair items, as I already mentioned the majority of good gear will come from NM's and dungeons now.
Certainly not with Patch 1.18 ... I agree with that. There are currently bigger fish to fry.
But once (if) this game stops stuttering along the bottom and finally gets off the ground, there in no reason the Development Team can't introduce Disciple of Hand Jobs in the future ... say 2012 ... at the same time GW2 comes out.
I didn't say there wouldn't be a market for it.
Also lets not forget there is barely any content in this game, we have 20 rank 30 NMs and the rank 50 stuff is craftable anyway.
You can't comapre now to what its going to be like in a years time, unless of course they add more craftable NM drops, I guess we will see.
How will dungeon loot effect crafters, how will JSA gear effect crafters ?
It seems that Yoshida doesn't have the same image as Tanaka did at least as crafting importance goes.
Crafters really don't have any trouble with class uniqueness, there's not really a need to specialize further especially with the training books as they already are. It would just mean more unnecessary menu navigation/job switching every time you wanted to make something different.
I like the repair system it is pretty easy to figure out. I repaired a peice of gear and had no issue. The point of gathering and craftying classes was to flesh out the community. Where instead of the basic mmo archtypes
fighter rogue etc etc. They gave us 4 community archtypes fighter caster gather crafter. Each having a role in the community. Not a bad idea considering it IS an rpg.
Actually, I remember back when Tanaka was in charge, in one of the interviews he was asked if those were all of the crafting classes. He said those were all of them, the reason why he introduced all of them in the beginning was to establish an economy.
I still have my fingers crossed for a Chemist job.
I doubt there'll be jobs for crafters. I also don't feel any need for them, an am pretty convinced that there are plenty other areas of the game that need the dev resources much more.
http://finalfantasy.wikia.com/wiki/Chemist
Basically Chemists just use items better and have access to special items (GRENADES). They can also mix items on the fly to make new ones (so kinda battle synthesis for offensive type items).
Though I think there are other things more important to focus on right now the job system could be a perfect opportunity to add in fighting elements to the craft classes.
I can see jobs for DOL but not for DOH
Botanist - Lumberjack?
Fisherman - Angler?
Miner - Archaeologist?
The crafting classes are as specialized as you can get.
That's not splitting up the current ones into specializations, that's just adding 3. Those are 3 that could certainly be added but those would be classes, not jobs.
FWIW WoW has specialisation within the crafting field.
Tailor for example could specialise in a certain type of cloth, although they could still make all the cloth types the ones they specialise in would require less mats and provide twice the reward.
SE could take it one step further only allowing particular specialistion in making certain materials, although I think it would actually cause more issues in the long run.
I can see crafting being required to unlock a battle job in limited and low fashion, but really the crafting system is okay by itself.
The argument could be made that there is no need for chocobos because we have Anima and Aetheryte. But we still would like to have them.
We technically don't "need" Jobs on top of the Armory Classes. Many players have already demonstrated that they can defeat the toughest challenges in the game without them. But we would still like to have them.
The OP would like to have Jobs for DoH Classes.
Do we need them. No.
Would we like to have them?? ... Maybe.
Same way they did in FFXI? dumb response is dumb. Crafters in FFXI were the richest of players, that's because people still bought their stuff. FFXIV has a few untradeable items and crafters are useless now?
Jobs aren't meant "to defeat the toughest challenges in the game", jobs are meant to defeat much tougher challenges because the toughest challenges in the game just don't cut it. Crafting wont have jobs, that's just silly, they are already specialized classes and have hardly any leeway in customization, there is nothing they would benefit from "specialization" that can't be done through gear anyway.Quote:
We technically don't "need" Jobs on top of the Armory Classes. Many players have already demonstrated that they can defeat the toughest challenges in the game without them. But we would still like to have them.
Some crafter Jobs wouldn't quite be "specializations" in the sense that they are an advanced form of the Class. Some may be a "consolidation" in order to do specific things.
Shipwrights for example, consolidate the abilities of Armorers (plates & rivets), Carpenters (lumber), and Weavers (sails & ropes) and focus on only those things that help build a ship. They excel at it, probably to the detriment of other abilities.
Why no speculation on jobs for crafting? Because those are clearly going to be taking a backseat in importance. Theres no need to make jobs for crafting... Crafting itself already feels like a fucking job (not in a good way).
Maybe a 'Materia Hunter' job will be implemented! :D
I think that instead of adding job specializations for crafting, they should just make crafting more varied, intricate, and fun. We know there's group crafting going on eventually, and there ARE going to be some changes to several crafting mechanics, as well as the addition of the materia system, but apart from that, what else can you do to make them stand out even more in an interesting way? Unless they do away with guild marks, you don't really need to put anything else on top of crafting classes.
I think crafting system shouldnt have "job lvls" Only material levels where you can only get the mats you need to make something by leveling up your main job and harvesting it. Leveling up a craft is becoming too much of a grind.