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  1. #41
    Player
    synaesthetic's Avatar
    Join Date
    Sep 2013
    Posts
    196
    Character
    Aeriyn Ashley
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    I'm kind of baffled that the conventional wisdom states people only run raids for gear.

    ... what?

    I raid because I like to fight difficult bosses. The gear is pointless without something to use it on.

    IMO, what SE should do to revitalize crafting is fairly involved, but it would make a big difference in how valuable crafting can be.

    - Add a questline into the game for Disciples of the Hand that grants the ability to craft DoH AF2 gear. This gear would be required to make three- and four-star recipes (ilvl80 and ilvl90 crafted gear).
    - You can only have ONE set of DoH AF2. Only one set for one crafting class. If you want another, you can Hand Over your current set to an NPC to have the quest reset, so you can do it for another DoH class, but you can only do the quest once per week. Any materia you've melded to your DoH AF2 would, of course, be lost.
    - DoH AF2 can only be crafted by the class that uses it, and it in itself would be a two-star recipe.
    - Special materials would be required for 3-star/4-star recipes. These would drop in places like Crystal Tower and The Binding Coil of Bahamut. Possibly also from EX mode primal battles as well, but you'd only be able to loot one per week. These items would not drop every kill, but they would also not be excessively rare.
    - Add materia slots to all existing gear. Non-crafted gear can be melded in the existing slots, but cannot be overmelded. Only crafted gear can be overmelded.
    - Change the way obtaining materia works. When an item is converted, instead of directly yielding materia, it should yield protoaetheric matter (amount and quality based on the converted item's item level). This would be used, along with other materials, by DoH classes to create the exact materia they wanted.
    - Raise the attribute bonus caps on crafted gear to increase their viability and the value of materia.
    - Add recipes to all DoH classes that allow each one to create vanity versions of every single weapon and armor model in the game (including those that are exclusive to NPCs) and allow them to be dyed. These would, of course, be used with either a vanity paperdoll or for gear remodeling (whichever route SE decides to take).
    - Add 4-star recipes to all DoH classes that allow each one to create a unique mount. Everyone loves mounts!
    (6)
    Last edited by synaesthetic; 01-07-2014 at 11:10 AM.

  2. #42
    Player
    Maku's Avatar
    Join Date
    Aug 2013
    Posts
    728
    Character
    Maku Haikasu
    World
    Mateus
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by synaesthetic View Post
    snippedy snip
    That sounds interesting except the limit to one. Make it two. ^^

    Also, big hellz no to making the materials loot in CT. It can already take up to 30ish runs to get a piece that you are looking for. Adding more loot into those once a week loot boxes would be silly. Unless you are talking about the further additions to CT that they will be doing then that might be ok. ^^
    (1)
    可愛い悪魔

  3. #43
    Player
    Shyen's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    31
    Character
    Shyen Vairemont
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Lyrinn View Post
    I just want to clarify some things for people who haven't played GW2. Players never actually build any of the towers or keeps. The way it works is you pay some amount of gold for an upgrade at a NPC, who then automatically does the building as long as the tower or keep has supplies. For actual building, players can repair damaged walls if they are holding supplies, or they can drop blueprints, which creates a construction site that people then have to ferry supplies to to finish. That's about it. GW2 doesn't have an involved crafting system like ARR does so it's not exactly fair to say this, but the extent to which you "build" in GW2 is ferrying supplies. (I was one of those people who did bother to run supplies and protect dolyaks).
    From what I've heard (as I didn't play 1.0), hamlets were a variation of this that involved crafters and gatherers. All SE needs to do is find a way to adopt that into ARR and we're good to go.

    I took GW2 as merely an example of some form of construction and interactivity. (I haven't enjoyed 1.0 either so i don't know about Hamlets, either) to say that someone else out there DID think about it so why not?

    FFXIV has all the elements to expand on the subject Heck, no one like SE can complicate and expand any feature (see crafting in FFXI lol) and if the dev. team of GW2 came up with that, I think it's only a matter of will to implement it; aside, of course, desirability and sale potential in what remains a p2p game.
    it's quite possible to make "blueprints" (or w/e) drop in instances from ancient allagan architects who forgot their backpacks somewhere, or as items for sale at guilds and usable by crafters only, or via harvesting like the timeless maps (you would not believe the garbage and pollution you find around after 5 years from a Calamity lol). From there, "dropping" or using the blueprint to implement housing so that it reflects on the FC would be comparatively easy.
    Just a flight of fancy: build a workshop, find blueprint for ancient allagan prototipe for aircraft model "Shiva" and flyship dock, drop blueprint, start+finish construction. result: FC members get free passage (via Shiva) to major town.
    SE mentioned via live letters that they intend to expand FC housing to bring some in-game benefits, it will probably a clik/purchase feature, but there are the premises to make it actually a more playable process, i'm just hoping they're willing to invest on it
    (2)
    Last edited by Shyen; 01-08-2014 at 03:15 AM.

  4. #44
    Player
    nidlo's Avatar
    Join Date
    Sep 2013
    Posts
    9
    Character
    Sharielle Thanidlo
    World
    Adamantoise
    Main Class
    Marauder Lv 50
    In the end, as far as i am concerned, i would have it so that both routes were viable, regarding PVE gear and crafted gear. As a crafter i started the crafting route first and foremost as a means of complete self reliance in regards to playthrough of the game. I leveled every craft to 50 before my second DoW/M class. Now however, i am forced into the token grind, a route that most MMOs rely on nowadays. I do not see why the gear i craft cannot be on par with the best gear in the game, and easily implimented as Unique and Binding. Problem solved. No single crafter dominates a market of beastmode gear in an effort to gil horde in some profiteering venture, against elite PVE'ers, and on the same token, no crafter is forced into the monotony of a token grind just to be "raidworthy". I invested as much time into my crafts as anyone who rushed to endgame content. What i ended up getting is gear that is severely under-par for the exact time input.
    (5)

  5. #45
    Player
    Umero's Avatar
    Join Date
    Aug 2011
    Posts
    283
    Character
    Mero Mero
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Wadoka View Post
    ...

    You have to keep the sense of a job well-done in the crafting. We need to be able to make gear that's better than any raid drop to make it worth it all.
    I wanted to feel good too, I craft my gear but when I meld materia on them, they don't grow on iLevel... I ended up wearing ilevel70 gear while people look for ilevel80+ gear on party finder. SE, isn't better to increase ilevel for gear that has materia melded onto them?
    (4)

  6. #46
    Player
    Reoin05's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Reoin Phoenix
    World
    Ultros
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Xystic View Post
    That is precisely correct.
    Incorrect, FFXI had this system. It was hard to craft, once there were plenty of crafters there was no cornering the market. Prices stabilized and it was pretty even. Cross server economies is not needed.
    (0)

  7. #47
    Player
    Simaril's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Simaril Ratbane
    World
    Goblin
    Main Class
    Carpenter Lv 50
    I'm playing the game at a slower pace than many players, partially because I am afraid the game will lose a lot of appeal when I hit whatever end-game walls.

    I have all 8 DoH at 41+ a few are 50. My highest battle class is 45. Once I get most/all of my DoH to 50 - if there's nothing for them to do I'm not simply going to play my battle class that much more. If I find myself playing less and less, there's no reason to stay subscribed.

    DoH ARE a significant part of the game to me, regardless of what SE intended. Kind of like Ninjas were tanks in FFXI regardless of what SE intended. They may have to choose betweem making the game what the players want to keep the game going strong, or make the game what they intended and alienate their player base.


    I'm just saying they have to recognize that there are crafters who want to craft, and if there's nothing to craft they won't play.
    (8)

  8. #48
    Player
    Yallaid's Avatar
    Join Date
    Nov 2013
    Posts
    140
    Character
    Yal Aid
    World
    Excalibur
    Main Class
    Archer Lv 70
    Quote Originally Posted by Simaril View Post
    I'm playing the game at a slower pace than many players, partially because I am afraid the game will lose a lot of appeal when I hit whatever end-game walls.
    I don't even play crafter and I'm just browsing idly but THIS. I seriously hope I'm rewarded for my patience cause even I'm finally getting close to lvl 50 on somethings and I want there to be way more to do when i get there.
    (2)

  9. #49
    Player
    iBerserker's Avatar
    Join Date
    Aug 2013
    Posts
    88
    Character
    Pixie Lily
    World
    Cactuar
    Main Class
    Conjurer Lv 80
    I agree SE needs to implement a way for crafters to craft higher iLvl gears and accessories like up to iLvl 80 or iLvl 85 gears, as of now iLvl 55-70 gears is just the start or beginning of end game content we need more recipes and mats, one way I can think of is using our iLvl 55 or iLvl 70 gears as a craft or having our iLvl 55-70 gears with HQ and with a certain materia melds on it with other rare mats or philosophy mats for craft for higher iLvl gears etc...etc... so many ways for SE to go onto this!
    (3)

  10. #50
    Player
    TomTom1968's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    1,348
    Character
    Tomba Labomba
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Why not allow Level 80 and 90 crafts and make them unsellable so you can only use them for your own good? I play the Game since 4 months and work towards beeing able to HQ 2 star recipes at 100% but I still need 3 more DOH to achieve it so it is a boat load of work and costs a fortune to equip them. This should pay off at some stage. I don't agree with people wanting to make big money with crafts but I would like to equip my other classes using my crafters.
    (2)

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