Results 1 to 10 of 189

Hybrid View

  1. #1
    Player
    NeoAmon's Avatar
    Join Date
    Aug 2013
    Posts
    688
    Character
    Sparda Amon
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Susanoh View Post
    Snip
    I would love for every content in the game to be relevant. I would love for crafting to get an overhaul and be more beneficial to everyone. Also having more gear options is always positive as I'm big on customisation.

    All of that is good, all of that is wanted but then how you do it is the issue. Gill can't be beginning or the end of it, period. The system whatever it is can't allow crafters or anyone easy access to progression or have any advantage against the other options (tomes or coil drops). The key word here is variety. The moment ilvl100 is craft-able is the same exact moment tomes gear becomes garbage. Why because HQ crafting will provide the same main stat + customization making it by default superior.

    Buying crafting mats with Myth or the new tomes is also not ideal as it is going to be based on Gill, once more Gill can't be involved in end game. So how do you go about it? how do you make crafting relevant?

    Easy, customization. I'm not talking about melding here, I'm talking about the ability to be able to modify someone gear. Player A just got his hand on Allagan 2 chest but he does not like the stats, he visit onichan crafter and ask him to modify it for him.

    How does he goes about modifying it? Crafting a one time rare tools with fail chance that does not effect the Allagan item but rather the tools. The crafter ability should be effected by being a master crafter and having skills from different crafting classes.

    This method enforce the need of doing Coil, allow crafters to have a huge role, make some cash based on the crafter ability as the rare tools can cost 200k+, no one can skip contents, no one can cheat their way up using Gill.
    (0)
    Last edited by NeoAmon; 03-26-2014 at 11:43 AM.

  2. #2
    Player
    Susanoh's Avatar
    Join Date
    Oct 2013
    Posts
    142
    Character
    Cain Villiers
    World
    Hyperion
    Main Class
    Armorer Lv 50
    Quote Originally Posted by NeoAmon View Post
    I would love for every content in the game to be relevant. I would love for crafting to get an overhaul and be more beneficial to everyone. Also having more gear options is always positive as I'm big on customisation.

    All of that is good, all of that is wanted but then how you do it is the issue. Gill can't be beginning or the end of it, period. The system whatever it is can't allow crafters or anyone easy access to progression or have any advantage against the other options (tomes or coil drops). The key word here is variety. The moment ilvl100 is craft-able is the same exact moment tomes gear becomes garbage. Why because HQ crafting will provide the same main stat + customization making it by default superior.

    Buying crafting mats with Myth or the new tomes is also not ideal as it is going to be based on Gill, once more Gill can't be involved in end game. So how do you go about it? how do you make crafting relevant?

    Easy, customization. I'm not talking about mats here, I'm talking about the ability to be able to modify someone gear. Player A jus got his hand on Allagan 2 chest but he does not like the stats, he visit onichan crafter and ask him to modify it for him.

    How does he goes about modifying it? Crafting a one time rare tools with fail chance that does not effect the Allagan item but rather the tools. The crafter ability should be effected by being a master crafter and having skills from different crafting classes.

    This method enforce the need of doing Coil, allow crafters to have a huge role, make some cash based on the crafter ability as the rare tools can cost 200k+, no one can skip contens, no one can cheat their way using Gill.
    I wouldn't be against something like this either, although I personally also wouldn't turn down the possibility of having items that are relevant on the market. If finished products were in demand, then resources would be in demand, and this could allow for more things to do for crafters, gatherers and combat jobs. Giving players who make gil the opportunity to buy some (not all) good equipment isn't "easy access" any more than the guy who spams faceroll dungeons and buys tome items is "easy access." In either case, the player has to put in some time to finish their goals.

    If it's the fear that players can go to RMT and have access to crafting equipment that makes you against allowing any high level equipment on the market, people can already do in essence the same thing as long as people continue to sell wins in in game instances. They may as well just tear down the whole game or remove currency entirely if that's the deciding factor.
    (4)