i wish that the specialist recipes are only end products. gear/weapons/tools.
and not mats.
no Wootz Ingot plz lol. or another case of terminus putty.
i wish that the specialist recipes are only end products. gear/weapons/tools.
and not mats.
no Wootz Ingot plz lol. or another case of terminus putty.
You mean you didn't like unlocking 3* and 4* BSM Master books to find your only recipe was Wolfram Ingots and Wootz Ingots?
I hope to see recipes that don't require so many rare items to produce or has outrageous progress/quality requirements. Barriers to entry are the LAST thing this expansion needs in any aspect.
I wonder, though, if the Specialization system will have sub-categories in 3.0 or future updates. I can see the following being possible (I'm stealing some of this from XI for lack of better terms):
*CUL: Raw Fish Handling/Patissier. I can certainly see sushi making an appearance in XIV as well as some advanced pastry recipes
*WVR: Advanced Needlework. What's to say there won't be high-end mage gear that requires more intricate stitching (Noble's Tunic, anyone?)
*LTW: Tanning Expertise. Let say there may be a new version of Alumen that again has deodorizing properties and can work with new types of leather (Buffalo? Snake?)
*ARM: Chain-linking/Plating. If there's going to be new armor that will surpass Dungeon gear, you can bet they could require more advanced expertise in chainwork and/or platework.
*ALC: Alchemic Ensorcellment/Iatrochemistry: I can see the Mega-/X-Potions being part of recipes that make them even more potent. I can also see recipes for the Machinist's robo-weapons (attachments, perhaps)
*BSM: Gunmaking/Toolwork: with Machinist, I can see high-level guns requiring advanced construction. Same case for DoH/DoL.
*CRP: Finishing. I'm guessing new furniture/housing parts/weapons will require a technique that prevents wood from warping or peeling.
*GSM: Advanced Gemology: Higher-level accessories may certainly require more complex gems to be made, without flaws.
Last edited by Hayward; 03-17-2015 at 12:32 AM.
That kind of drilled down depth could have a lot of appeal. But like a lot of others, the gate to be super high, rather than a wall. I want people to not be super specific because doing everything is just too hard core, not because they literally can't.
A question for people reading this thread, "How long do you think it will take to get one crafting class to 60?" How did you guess your answer? Does anyone want to be first on server?
I would say the 2nd day of early access for my main, about 2-3 weeks for the mules, to have all crafts at 60.
100 leves won't take too much time to knock out, and I have stockpiles of 1 star materials. It's just a matter of when I unlock the leves, and decide to do them. The mules will level off daily GC and Ixali, 2-3 weeks should take care of them.
Thanks for all the links. It sounded to me like the new crafting token system would be akin to what we have now, though implemented a bit differently. Basically you can earn tokens (though he did jokingly say Allagan tomes of crafting) through some method to purchase gear (though perhaps materials) that would be pretty good, but the best gear would still be crafted and melded (like our 2 different artisan sets now). Of course those both use a token system, just with different limitations.
As much as I like being able to do everything, I think that the introduction of stricter (though not permanent) specialization would really help the economy. To me it sounded like gatherers will have to choose which areas they want to gather especially rare items from (and presumably not turn around and change to another area immediately) and crafters can specialize in a particular discipline (or all of them, just not simultaneously) for the highest end items.
They're just dangling a carrot in front of you to appease your desire to WANT the option to change.. But know that you most likely WILL NOT change your specialization once chosen.
Think about how many people change GCs, how many people level down desynth and choose a new desynth class etc..
The option's already there for many elements of the game so it gives people a false sense of diversity, but at the end of the day, 99% of the populace will NOT be switching back and forth. People will either opt to make alts to cover the specializations or compete in their own cutthroat market for their share.
There is a more thorough/accurate translation of the Famitsu interview on Bluegartr:
http://www.bluegartr.com/threads/125...29-Translation
Yoshi was very clear that at the heart of the changes is a return to the original Armoury system wherein a class can be viable by itself without having to level 7 other classes with it (do you have to level every single DoW to 50 to be able to raid on one of them?). If you want to level them all, you can, but if you only want to level one, you can do just that. Yoshi is basically admitting that the hardcore implementation of 3-4* crafting got out of hand and they are moving away from that. I think it is important that we keep that in mind as we speculate.
Some things that are clear in this translation:
1. There will be two types of tokens tentatively called "red coins" and "blue coins." (It is not 100% clear, but it is reasonable to assume one token will be for crafting and the other for gathering.)
2. Tokens can be used to acquire equipment as an alternative to the hardcore max-melding we are accustomed to (which will still be a viable option and a faster route to the top).
3. Tokens can be exchanged for items of some sort. (This mechanism is presumably there to give some sort of use to these things for people who have the gear already.)
It seems the token system is primarily concerned with helping the casuals gear up. This seems similar to the Artisan turn-in gear, although the tokens will probably be a little easier to make. I predict we will see a return to class-specific gear, at least for the token stuff (I could see the melded gear going either way).
My previous prediction about near BiS crafted battle gear being tied to the token system and untradeable doesn't sound plausible in light of the stated uses for the tokens.
The Crunchyroll interview stated:
"Some of the recipes in Final Fantasy XIV are extremely difficult to achieve or attain. We're also working to make sure that even someone who is casual crafter will be rewarded as well. So with launch of Heavensward, you'll still be able to take on the challenge of difficult recipes, but we want to give players the option to take things a little bit at the time. Strengthen your equipment and then eventually be able to tackle those harder recipes."
Looks like the difficulty curve will be designed such that hardcore crafters can start tackling the new recipes pretty quickly and it will be a challenge, which we are quite accustomed to by now lol. Casuals will need to gear up with tokens or else it will be too difficult.
Last edited by giantslayer; 03-18-2015 at 02:56 PM.
Casual Crafter.. thats an oxymoron if I ever heard one.. basically they opened pandora's box with crafting and are now trying to "fix" it.. gl..now I'm going back to leveling my alts.. I say good day to you.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.