
Originally Posted by
Amineri
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.