Alchemy would be way better if potion cooldowns made more sense. I understand a healing potion having the cooldown it has, however, an antidote having the same cooldown as a regular healing potion makes absolutely no sense. It is not as if you ever go against an enemy that poisons you once every 90 seconds lol. Using antidote repeatedly if the situation calls for it makes sense and should be that way. It is like that in other mmo's. The problem is every time we bring up something that makes perfectly good sense, SE responds " That is working as intended" or " We do not want to invalidate the White Mage class". Basically, some line telling us how they want us to play the game that we are paying for.
Crafting in FFXI was 50% luck, 50% how insanely much you put into the grind.
You could level every craft to 60, then you have 40 levels to distribute among all your crafters, max level of 100 in one craft with 60 in all others, or 80/80/rest 60, etc.
There was no skill behind it, just throw items together, chance of success/HQ depended on level of your craft(s) vs level of recipe.
Leveling up was a random chance at a 0.1-0.5 increase in level for attempting a synth high enough to boost you. Most of the last 20 levels was spent doing 10 useless synths of hard to get items for that 0.1 increase.
that actually makes more sense. at least in terms of limiting the amount of crafting u can get maxed. czu as of right now, i dont even have to buy any mats from the AH since i can get and/or make them all on my own. Therein lies the problem that's causing the economy to stagnate over time.Crafting in FFXI was 50% luck, 50% how insanely much you put into the grind.
You could level every craft to 60, then you have 40 levels to distribute among all your crafters, max level of 100 in one craft with 60 in all others, or 80/80/rest 60, etc.
There was no skill behind it, just throw items together, chance of success/HQ depended on level of your craft(s) vs level of recipe.
Leveling up was a random chance at a 0.1-0.5 increase in level for attempting a synth high enough to boost you. Most of the last 20 levels was spent doing 10 useless synths of hard to get items for that 0.1 increase.
I really don't think that's it.that actually makes more sense. at least in terms of limiting the amount of crafting u can get maxed. czu as of right now, i dont even have to buy any mats from the AH since i can get and/or make them all on my own. Therein lies the problem that's causing the economy to stagnate over time.
If I had to rely on others as I do in other MMO crafting systems, I probably wouldn't participate in the crafting system at all.
Plenty aren't sold by vendors.
Speaking of which, they just took some off the vendors.
So I have to farm the dungeon which drops gear of the same level as what I'm trying to craft, to get some of the materials for the item I'm trying to craft.
Why wouldn't I just farm the gear from the dungeon directly at that point?
I've read through this thread, and most of these suggestions might make crafting more engaging for a small niche of the community (devoted crafters and devoted market traders), but would absolutely tank interest in crafting for the general populace, the same as it has in practically every other MMO I've played. Seeing as the gear is quickly eclipsed while leveling, and isn't on par with the current max level gear even as they release another source of gear (PvP) which actually does offer max level pieces, what makes you think the average player would be interested in crafting at all?
Last edited by Millimidget; 01-02-2014 at 10:14 PM.
Devoted crafters are VERY interested in seeing interest in crafting absolutely tank for the general populace. The less competition the better!However, the best way to make interest tank is to make crafting an obnoxious, boring grind, as it was in FFXI. Crafting is an enjoyable pasttime in FFXIV, and I'd prefer it to stay that way.
That said, I wouldn't mind seeing a limit on the number of crafts that can be taken to cap, as was the case in FFXI. It's sort of silly that every crafter is eventually going to be an EVERYTHING crafter; you can't really identify yourself as a Goldsmith main, for instance, because the very act of being a devoted Goldsmith means that you should have everything else at 50 as well for the cross-class skills. If SE raises job level caps in the future, they may want to consider forcing crafters to choose only one craft to level beyond 50.
Why would you create content for people who have no interest in it? Or worry about tanking interest for those uninterested already. In my mind it makes more sense to develop the future of crafting and gathering specifically for those who want to do it, not for those who don't want to.I've read through this thread, and most of these suggestions might make crafting more engaging for a small niche of the community (devoted crafters and devoted market traders), but would absolutely tank interest in crafting for the general populace, the same as it has in practically every other MMO I've played. Seeing as the gear is quickly eclipsed while leveling, and isn't on par with the current max level gear even as they release another source of gear (PvP) which actually does offer max level pieces, what makes you think the average player would be interested in crafting at all?
What are you crafting that you can't make money off of?Why would you create content for people who have no interest in it? Or worry about tanking interest for those uninterested already. In my mind it makes more sense to develop the future of crafting and gathering specifically for those who want to do it, not for those who don't want to.
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