Another good suggestion, i really hope the devs are watching these threadsAt this point, since a few people are of the stance that rather than just saying it's a bad idea we should make suggestions I would say it's not the existence of parts that needs to be removed but rather a condensing of similar parts into a broader use item.
For example, carpenters can make about 10 different kinds of handle per type of wood. Each handle requires exactly the same recipe to make, but each handle is used for only one specific item.
Instead of having 10 redundant handles they should lower it to one or two. Short handles and long handles, or hell even just a handle.
Right now if a carpenter wants to make handles for skill AND sell that handle to try and make some money he needs to factor the demand for specific handles, Which is pretty damn hard to do, or he can just pick one type of handle at random and hope that he can sell them. Or he can try to evenly make all types of handles.
That is a bit insane considering every handle basically equates to a polished length of wood.
Combining the 10 redundant handles into one handle effectively removes 9 useless items from the game and increases the marketabilty of "Handles" across the board. But it doesn't remove the crafting step of turning lumber into handles.
The same could be done with garments, universal fronts and backs to replace shirt fronts and shirt backs and doublet fronts and robe fronts.



I hope they got coffee then, at 49 pages i takes a while to read all posts. xd
Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

I really enjoy the idea of 'parts' for crafting. Considering crafting is all crafting classes do, it shouldn't be as simple as it seems they intend to make it. However, the level requirements of part crafting need serious adjustments.
I think Ferth hit the nail on the head![]()



Actually the limited availability in the wards is more to do with the fact that each retainer can only sell a maximum of ten items. So the people who craft for profit will bypass items of lower value for items that they know will sell and will sell for a decent return.Makes sense.
So if I flooded, not in a bad way, the markets for mats needed by crafters, you guys would make me rich and I would get the gear needed at a reasonable price? Is that it?! So is the reason you don't have the mats because....you don't want to farm them, they're in areas you can't gather due to mobs/aggro? Why don't you guys have the mats...explain please?
And thanks to you Okiura for helping me understand better.
Honestly the biggest problem is that they try to make the market wards a physical place. If the entire process of looking for and buying item was handled through a similar menu as the item search counter alot of the issues could be resolved.
More than a few changes to how the servers work would need to be implemented before something like that could be implemented but in the meantime if they just increased the amount of items people could place in their retainers bazaars would vastly increase the range if items people are willing to sell and would increase the availability for harder to find bits and pieces.



Very well said.I can't help but scratch my head at why Square Enix's response to "We want crafting fixes" was to axe nearly the entire system to shreds except for the ONE aspect that actually needed fixing... the bloody mini-game.
[remainder of the post here: http://forum.square-enix.com/ffxiv/t...l=1#post300129 ]
... even though I don't quite feel like gouging my eyes out after 5 minutes of crafting. ^^;
Satisfaction from success in synthesizing complex recipes for finished items is our reward -- and is what makes grinding through endless hours of crafting worthwhile.
An analogy:
As a DoW or DoM, we spend many hours leveling off behests, leves, efts and raptors. Many people don't like the repetitive long grind this involves.
But part of our reward for going through that and getting to high level is being able to take part in dungeon raids like Dzemael, and the satisfaction of beating the ogre and Batraal.
What SE is looking to do here for crafters keep the grinding, and give us Dzemael without the boss fights.


Personally I Think something like 10>1 is a bit excessive, i'd start with something more like 25-50% cut then see how it goes, baby steps rather then nurfbatofNEG style.)At this point, since a few people are of the stance that rather than just saying it's a bad idea we should make suggestions I would say it's not the existence of parts that needs to be removed but rather a condensing of similar parts into a broader use item.
For example, carpenters can make about 10 different kinds of handle per type of wood. Each handle requires exactly the same recipe to make, but each handle is used for only one specific item.
Instead of having 10 redundant handles they should lower it to one or two. Short handles and long handles, or hell even just a handle.
Right now if a carpenter wants to make handles for skill AND sell that handle to try and make some money he needs to factor the demand for specific handles, Which is pretty damn hard to do, or he can just pick one type of handle at random and hope that he can sell them. Or he can try to evenly make all types of handles.
That is a bit insane considering every handle basically equates to a polished length of wood.
Combining the 10 redundant handles into one handle effectively removes 9 useless items from the game and increases the marketabilty of "Handles" across the board. But it doesn't remove the crafting step of turning lumber into handles.
The same could be done with garments, universal fronts and backs to replace shirt fronts and shirt backs and doublet fronts and robe fronts.
But nice postit'ss streamlining not gutting the system.
(random point, but poke at my comments much earlier in the thread about reusing low level item itemssame kind of idea but a different twist to it overall, and we can keep all those items but make them useful again for hi ranks )


LOL I read the post from page 1 till I posted at 1030 around page 7 but... LMAO that was almost 10 hours ago when he I guess "re-explained it to me" LOLEr, if you were reading the thread thoroughly earlier how come you didnt notice Physic's earlier post, which also explained why the changes were bad for crafting? xd
People have made rather good points earlier on in the thread multiple times, but people just tend to ignore them or something~
Edit: also Geesus, i also prefer dyes kept the way they are. xd
It should be a crafters boon to be able to dye in colors not generally found on the market.
Making dyes general will remove that little bit of uniqueness you get from making (or having made by a friend) your own equipment.
Also since you still dont seem to get it, crafting takes a looot of materials.
Suddenly requiring 10x or possibly more of the same base material has nothing to do with being to lazy to grind.
But then, what am i doing talking to someone that probably never played a game where you had to grind for items with a 0.01% drop, shrug.
(hey people generalise in this thread all the time, i might as well do it too)
As for the generalization, not a good one when it comes to me. I get that and don't assume that it's because crafters are lazy I just wanted to know why it was there weren't enough mats is all.I know how frustrating it is not to have items, for me it's gear and at times, mats. I need blacklip oysters for making my bone horas but behold, none in the wards and the bazaars are selling them for 50k! Ummm Thanks for the offer, but I'll have to pass! LOL

Well considering that in just a little over 24 hours this thread has rocketed to almost (and probably past before 24hr) 500 replies I'd say this should at least sound an alarm to the community reps that this is a very touchy subject and I hope they pass at least some of this information along to Yoshi.
I also really hope that the dev team hasn't been wasting time delaying all these other features of the game because they were busy removing all these recipes from the game's database... even if that is the case I will have no sympathy in telling them to go back and undo every single one of the edits should the general consensus of this thread be to not failup the crafting system.
Also kind of a theoretical question: Why is it that so far the devs have been extremely reactive to certain things. For example:
Curious monster AI: Some people liked it, some people didnt: the verdict: scrap the entire system and make every monster static and lose all of it's uniqueness. (Seemed way over the top to me).
It seems that when just a handful of people suggest slight changes or a little attention to a particular feature of the game, next we know Yoshi pulls out the chainsaw and shreds up a major aspect of the game way harder than I think anyone ever asked for.

Chiming in to say I completely agree with this suggestion! This illustrates what I think is one of the main problem with parts as they currently exist: the highly specific nature of many parts creates a whole tonne of niche markets which can't really be supported. Combining redundant parts like suggested would create larger markets and simplify the overall system without axing all of the complexity.Combining the 10 redundant handles into one handle effectively removes 9 useless items from the game and increases the marketabilty of "Handles" across the board. But it doesn't remove the crafting step of turning lumber into handles.
The same could be done with garments, universal fronts and backs to replace shirt fronts and shirt backs and doublet fronts and robe fronts.
- Syrrathti Trelarrl of Besaid
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it'ss streamlining not gutting the system. 



