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  1. #1
    Player
    tgoodner's Avatar
    Join Date
    Oct 2014
    Posts
    70
    Character
    Qata'a Akabilat
    World
    Gilgamesh
    Main Class
    Arcanist Lv 65
    Then what makes makes a specialist worth it? A few new abilities to play with (which are in my opinion supremely overcoats and highly reliant on RNG).

    Having specialist restricted recipes limits the amount of players able to access different markets. This will do two things: force people playing an MMO to work together and ensure certain items will have a higher demand.
    (0)

  2. #2
    Player
    ImDingDing's Avatar
    Join Date
    Aug 2013
    Posts
    387
    Character
    Dingding Ding
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by tgoodner View Post
    Then what makes makes a specialist worth it? A few new abilities to play with (which are in my opinion supremely overcoats and highly reliant on RNG).

    Having specialist restricted recipes limits the amount of players able to access different markets. This will do two things: force people playing an MMO to work together and ensure certain items will have a higher demand.
    People won't work together or share profit, limit recipe will only force hard core crafters to lv up an Alt.
    (2)
    na.finalfantasyxiv.com/lodestone/character/2900509/

  3. #3
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ImDingDing View Post
    People won't work together or share profit, limit recipe will only force hard core crafters to lv up an Alt.
    That's what a FC is for. If people are that intent on controlling the market by being able to craft everything, that's on them to go the extra mile. And it's what I hated about 2.0 crafting since I was literally able to make everything. Still the case now because whistles is more often than not a liability to waste CP, even with heart of <class>.

    Specializations, which was one of their major points for crafting in 3.0, is utterly pointless at this moment.
    (0)
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  4. #4
    Player
    NJA's Avatar
    Join Date
    Aug 2013
    Posts
    182
    Character
    Tesla Silvermane
    World
    Odin
    Main Class
    Conjurer Lv 70
    Rice, your sig totally got me. Spent the last minute trying to get the bug off my iPad
    (0)

  5. #5
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RiceisNice View Post
    Specializations, which was one of their major points for crafting in 3.0, is utterly pointless at this moment.
    I agree 100% with this statement. Specialization should be removing RNG dependence, not add more to it.
    (2)

  6. #6
    Player
    tgoodner's Avatar
    Join Date
    Oct 2014
    Posts
    70
    Character
    Qata'a Akabilat
    World
    Gilgamesh
    Main Class
    Arcanist Lv 65
    Quote Originally Posted by Sibyll View Post
    I agree 100% with this statement. Specialization should be removing RNG dependence, not add more to it.
    Unless there are benefits to specializing in each craft outside of just abilities.

    For Example: ALC/CUL get 1:3 ratios on consumable crafts. Maybe BSM/ARM have lowered mat requirements. LTW/CRP crafts get 10 extra durability. WVR/GSM Start with 1/5 of progress completed. There's a lot of area for creative development that would allow specializations a sense of uniqueness.

    Also on the issue of specializations, we are playing an MMO. Just because the standard that has been in place for FFXIV is that anyone can craft anything doesn't mean that it is the best system. Without the ability to identify each craft with either inherent benefits or specialized-only crafts, there is no reason to specialize. Even if the crafts are simply glamour/housing/etc. at least there is something that will motivate me to use my last Soul of the Crafter.
    (1)