Agreed, in 1.0-1.23 it was awesome that you had a choice of how you started out playing the game or what roll you would play.
Crafting in the previous version of the game was absolutely necessary to progression and, as such, had a huge impact on the game's economy and how the game was driven. I knew many people who did nothing but craft and took pleasure in the fact that they could be a central pillar for their linkshell or group while playing an important roll as a whole.
Very little was actually handed to you in 1.0-1.23, you either made it or spent a good time fighting for it, which lead to tighter bonds between people in the community because the more people you had a bond with the faster you could progress. This also led to your character having value in the game as well if you were a Discipline of War as the most highly valued craftable items dropped off of monsters or in dungeons that crafters themselves had no hope of obtaining without help.
Originally, Final Fantasy XIV's direction was pointed towards a future where crafters, gatherers, and battle classes would all participate in content designed around the idea of mutual cooperation. They achieved that partially with how the game's economy was driven and, unfortunately, tried to fulfill it in full with the addition of Hamlet Defense.
On paper, the concept was such that, it tickled the imagination of "what could be" for the future of MMOs. In the end though, we received a poorly thought out, poorly implemented time-sink which frustrated, rather than enhanced the game play experience. When I heard about hamlet, I was extremely excited that finally we would get what was promised when we'd first heard about Final Fantasy XIV's development. When implemented, we discovered that, while Discipline of the Hand/Land could participate, it was so boring, that towards the end of the first 15 minute run, crafters and gatherer would be bordering on insanity. Equally frustrating was the fact that Disciplines of War were completely and totally useless unless you were a tank or healer, DPS jobs need not apply to this line of work. The only sane way to do hamlet was to focus on beefing up the defending NPCs which led to extremely long, boringfights(sitting matches), and placed huge requirements on crafters to hit that perfect score which would result in the items that you were hunting for dropping 100% of the time... maybe.
Hamlet was so hard for Discipline of War that SE put an achievement in the game (one I believe no one ever achieved) that you could only obtain by beating hamlet with 8 battle classes present and no crafters (literally impossible...).
I would be extremely happy if we could see the usefulness of Crafters/Gatherers return in future patches, but with the direction SE has laid out so far, it looks like they're on the way to obscurity if not already there.



), and placed huge requirements on crafters to hit that perfect score which would result in the items that you were hunting for dropping 100% of the time... maybe.
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