I personally find crafting very dull and boring as well. But I still leveled my crafts solely for the purpose of gear repair, even before 1.18 went live. I think it's fair. If you want easy repairs, you should take the time to level up a few crafts.
I personally find crafting very dull and boring as well. But I still leveled my crafts solely for the purpose of gear repair, even before 1.18 went live. I think it's fair. If you want easy repairs, you should take the time to level up a few crafts.
Healer strike is ridiculously foolish and accomplishes nothing
I'm open to any ideas that penalize players equally regardless of how much time they have put into the game prior to death. I just don't like the idea that someone who has an obscene amount of hours to play has a significant advantage over everyone else in that the death penalty is almost negated for them. While people don't like SP loss, even that would be better because I'm immediately back out doing something fun after I die, not standing around in town. I don't care about paying gil for death, only that the price and time investment for recovery is equal for all playstyles.I quite like rentahamster's idea, with the caveat that it has to happen after anima either fills up much faster and/or there are faster modes of transportation as you mentioned. I don't much like the durability loss as it is. it's basically random chance whether your gear gets fixed unless you blow a huge amount of cash on a partial fix, or you're lucky and have a crafter see it. I've gone days without a repair before and then had one 5 minutes after I put it up--that much random chance isn't a good game mechanic.
On the other hand, SP loss is a nonstarter, both for the dev team and for anyone thinking about coming in from an MMO made after 2002 who doesn't like losing their xp. Put it out of your minds, it was never a great design and it's not going to appear in this game. So the solution is either something like rentahamster suggested, or make repairs much less painful to get--like removing reagents entirely and letting the npc repair to 100%, so you can choose between a quick fix and a cheap fix from a player. Even with this the npc repairs should probably be cheaper, paying upwards of 50k to fix one item is obscene even if you're trying to stimulate the economy and remove gil from the system.
First, I'd like to say I'm not a crafter, so I have nothing to gain or lose, really. Still, my response is "no thanks." here's why:
1. What's wrong with giving crafters an advantage? They're so underutilized as is, why would SE want to add insult to injury by removing the last thing they can regularly be rewarded for spending hours grinding crafts?
2. Grinding back lost SP at r50 is not fun, at least not for me, and while you can go AFK to eat or read or sleep while seeking repairs, you can't do that to regain SP.
3. The only reason I would support this would be to add a sense of danger. Although SP loss would add a sense of danger to the game as well, the ability to change class on the fly would have people switching classes last-second when under attack to negate the SP loss, if not engaged. This would remove all dangers from exploration.
4. SP loss rates can be miserable if implemented poorly and lead players to be less willing to party with new people. If there's a risk of death and the penalty is high, nobody will party with inexperienced players.
I would be fine with things either way, but calling out a system as being "unfair" because it's not even across DoH and DoW/M can only lead to a boring game where there's no incentive to rank anything up since it doesn't give you an advantage in anything.
I have tried, but it's about as much fun as stabbing myself in the eye with a stick. The highest I've gotten is the upper 20's, but I just can't stand it enough to be able to repair the gear for a rank 50 DoW. I feel penalized more for death than those who have a lot of time to grind crafting to the higher levels - and really it shouldn't have anything to do with what classes you enjoy or how much time you have to play. For normal wear I don't mind so much because usually it's only one or two pieces at a time.
I do repairs for 5k sometimes, but as a person who can repair every item in the game i dont switch my tools to do a 5k gil repair. I was just giving him a tip on how to get his gear repaired ASAP. I have done several repairs in the 8 -30k gil range since the start of 1.18 so its not as ridiculous as you think.
I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!
I'm all for demon souls style death penalty.. On death you lose all your currency.![]()
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So people don't want gear damage, Yoshi doesn't want exp loss, what else is there? Do you want something so crippling you are forced to AFK for 5 minutes until it wears off? That sure sounds fun.
I'm perfectly fine with the current system, if you don't want to level crafts you can still use the NPC to repair, it'll just be more costly and you'll have to visit it more frequently.
F that lol
@ OP:
I agree with you. It was very difficult for me as well while leveling crafts. But I'm the type of player that refuses having to rely on others for things that I can do myself. A little bit of discipline goes a long way. It really doesn't take that long to get a craft to 40 now though.
It's an MMO. There are people that level up JUST crafting classes just for that. You don't have to rank them if you don't want to because I definately don't. I recommend going to town and /shout for repairs. Somebody will repair you.My point is that the current death penalty requires more of a time investment from some players than others. Someone who players 1-2 hours a day will likely not have time to level up multiple crafting classes concurrently with a battle class, so they'll be paying 6-7 times more than other players for repairs or face using up several days of their limited play time AFK in town. SP loss is equal across the board as it takes the approximately the same amount of play time to recover regardless of how long you have to play. Not to mention the fact that fighting enemies is a hell of a lot more fun than sitting around in town.
As for death penatly, many are against losing SP upon death so it was either that or this. I could care less which one it is.
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