I'm not leveling my crafting/gathering classes for myself. But to be a helpful member of the community (like ppl should have done) Many crafters only did it to be self sufficant or to make gil. Which wasn't the point of it. A true community has those who fight, those who gather and those who craft. Most mmorpg are based around the "dark ages". Where we had hunters gather food for the town, where chefs make the food to feed others. I enjoy crafting as classes. Just players need to get out of the current mindset for a more community based one.
SE was NOT at fault here. It was the players who became stuck up and didn't think on terms of community.
Player
Again, crafting helped contribute to FF14's bad reputation since that's all there was to do, for the most part. And the majority of MMO players don't seem to like crafting over combat. It's not just me, SE admitted, to the crafting inconveniences. That's why they are simplifying certain recipes and such.Originally Posted by Bloodlotus
Been here since Alpha. I know it makes sense at a glance, but i also know it's more annoying than it should be.
Especially if you're the kind of person who advocates crafters being "classes". The very idea of relying heavily on other crafts just to level up is inconvenient when considering the gathering as well.
I'm not saying some things shouldn't cross over. It's just that most recipes require something like 2-3 other crafted items. In turn, those items may require 2-3 other crafts to create just another material. This is terribly inconvenient no matter how much sense it makes.
This tends to lead to the "this isn't real life, it's a fantasy game" argument.
Where some things in real life make sense, they shouldn't always be in games. etc etc
This isn't to say everything should be easy-mode & handed to everyone. It's just that FF14 is, generally, slow & there are better ways of handling these kinds of annoyances.
wow a lot of crafter haters here.
You really think that you are better than crafters? Guess what crafting minigame is a battle mini game reskined. You have accuracy, critical hits, critical fails, HP, mob hp skills you can use in battle. Not only that but its a fight where they rate your performance, and can give you better items. Your gear selection effects your results, and you skill choices.
People get statisfaction out of beating the tougher synths in the game and getting HQ items, just as you enjoy killing a big NM. If you dont like crafting you dont have to do it, you can just pay the npc to repair all your items, the only factor at all, is people saying that crafters being able to do the main storyline make it easy, buuuut not exactly. in the actual missions, you can either choose to fight it out, or parley usually. So really what crafters cause, is the main storyline having you look gimp in the cutscenes. They should really have at least two roles for the cutscenes, crafter and not crafter. It would be even better if they just seperated the story lines out.
The game would not be better without crafters, and there really is a lot of people who enjoy crafting in this game.
Someone asked how crafting is different from FFXI, in this game your crafting is influenced by your choice of weapon, your choice of gear, your ability to adapt to a tough synth. In this game you control your chances of getting rare items. Its essentially the difference from a game where you roll one die, and it says you win, or you didnt win, and the battle system from most mmos.
Really yall should focus on improving the game, not on destroying why other people enjoy the game.
this same line of thinking is like saying since pug and gladiator does less damage than thm and arc we should marginalize them and let them get nothing better that crap gear and weapons. who cares if the lancer and mrd had r50 weapons and gear and a pug and gld has nothing above r30 of either.
the same line of thinking is all throughout this game in that if it is not the one thing someone is doing specifically they could care less if what other people are doing is taken away.
just remember part of the reason for being a crafter is to make that shiny gear for your friends and ls mates.
http://crystalknights.guildwork.com/
It matters that you must be ignorant to know that Aeolian Scimitar +3 or Mosshorn Scalemail +3 just don't happen to be dropping from NMs. You need crafters to make your new shiny gear and to balance out the DoW/DoH is that the mats for some if it come from the NMs. Apparently you disrespect the craft of those that help you get your "precious" items.
I've tried my best to avoid adding to this 'discussion', but here goes nothing :
1) "How could a weaver bring down the Empire?"
Ex: Many assassins were sent after the Garlean Emperor, for the rulers of the city-states knew that without him, his generals would squabble amongst themselves over the reins of power, this giving them the time to catch up technologically. However, all efforts were in vain, until the "Legendary Moonlight Weaver" succeeded in finally creating the epic Robe of Moonbeams by spinning the moonlight. Armed with the Robe, an assassin was finally able to penetrate the previously impossible security to assassinate the Emperor, and thus the Empire was tumbled.
It's not that hard to come up with ways for crafters / gatherers to influence grand events.
2) Combat is more fun
Let me point out that some people enjoy playing Sudoku, some people enjoy playing chess, and some people enjoy playing paintball. These are all equally valid forms of enjoyment -- but different people have different preferences. Yet no one says "let's eliminate paintball" because chess is "funner".
To my mind, crafting is more about puzzle solving, while gathering satisfies those that prefer exploration. Battle, as is usual, satisfies those that crave conflict.
Each of the paths - combat, crafting, and gathering cater to different playstyles / preferences.
3) Crafting is boring while combat is fun
All (crafting, gathering, combat) consist of highly repetitive, and somewhat engaging gameplay. The goal is to make little numbers go up (SP, XP, marks, etc), get better gear that allows one to perform said tasks better (whether it's a +3 Aeolian Scimitar or a +3 Iron Dolabra, a +3 Vintage Hauby or a Dodore Doublet). The goal is to find challenges and to overcome them.
All of the classes have the same TYPE of progression and engagement mechanism, at least in theory.
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All of the classes suffer from a lack of engaging game play. There aren't battle encounters that are fun and engaging, most of them are annoying easy and/or highly repetitive, scaling up until monsters one-shot party AoE party members with TP abilities. There isn't a group crafting mechanism, or particularly epic crafts, since crafting recipes end at rank 50. There also isn't a group gathering mechanic, nor NM-quality gathering nodes or something similar, as (botany and mining at least) stop at grade 5 points, which is approximately rank 43.
All the classes need improving of their game play. Battle actually has it the best currently, since there are enemies up to rank 99, yet battle is being reworked first. Even if you are a player that does not enjoy the game-style of crafting or gathering, please please PLEASE recognize that there are those people that do them, and would like to see the innovative vision in the game reach full fruition.
I don't know where this thread came from especially considering that today the Company page was updated and it clearly mentioned crafters and gatherers partaking in the dungeon content. Looks like to me they're giving us the best of both worlds - the battle classes will still be rewarded with finished gear and the crafting class will still be very useful with the gear that still needs to be synthesized and the materia system...dunno about you guys, but I don't even craft and I'm excited about that.
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