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  1. #11
    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)

  2. #12
    Player

    Join Date
    Oct 2011
    Posts
    1,561
    The way I want specializations to work is unique recipes to specialists not available to non-specialists. I want them to release and expand those specialist recipes on offer to players through content updates over time. I want people to require helping each other whom specialize in different classes even if to the detriment of omni-crafting. The specialist skills should be adequate but also not cross classed in my opinion.
    (0)

  3. #13
    Player
    kenventa's Avatar
    Join Date
    Sep 2013
    Posts
    55
    Character
    Marach Galthena
    World
    Tonberry
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Snugglebutt View Post
    The way I want specializations to work is unique recipes to specialists not available to non-specialists. .
    I dont think this is good idea.

    They should instead increase the difficulty of future recipes and make the specialization skills effective and valuable to craft HQ of these recipe. That would give specialized crafters only an ADVANTAGE over those without but doesn't prohibit non-specialized crafters to achieve HQ with help of a good RNG and end-game gear (which should not be difficult to get across all class).
    (0)

  4. #14
    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 kenventa View Post
    I dont think this is good idea.
    Essentially making specializations nothing more then slight advantage. If you think of it from a lore standpoint, If i were a goldsmith that took the time to specialize in my craft, I should not only know how to make items better then any non-specialist, but also be able to craft items that non-specialists woudn't be accustomed to. Does this threaten the well-being of the omni-crafter? Yes. And i believe it's a necessity. It will prevent the constantly downward motion of the markets after each patch, and will allow certain people on each server to make a name for themselves as the go-to "Armorerer" or "Carpenter". Specializations should have specialized crafts.
    (1)

  5. #15
    Player
    Joronas's Avatar
    Join Date
    Jul 2015
    Posts
    91
    Character
    Joronas Ni'vira
    World
    Lamia
    Main Class
    Black Mage Lv 60
    Specialists should have an easier time making items. They should not have unique items. The whole concept of a specialist isn't that they can do something that no-one else can. It's that they have an easier time doing it. They have an advantage, but it's not an exclusive thing. Any goldsmith of level should have a shot at making every goldsmith recipe. If it's insanely difficult with specialization, that's fine -- it's insanely difficult, but it should be possible.

    Right now? Specialization is pointless. I mean, I took off the skills because they were wasting toolbar space (and making crafting harder)! It's that bad. Adding specialist only recipes? Then it becomes pointless and insulting. How is that an improvement?
    (1)

  6. #16
    Player

    Join Date
    Oct 2011
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    1,561
    Quote Originally Posted by Joronas View Post
    They should not have unique items. The whole concept of a specialist isn't that they can do something that no-one else can.
    Completely disagree. A specialist is someone who can do what others do but better plus can do what others cannot, they are not only better at doing the simple things but they can also do more complex things which others can't and that is how I want it to evolve as a system. I stick with my initial comment on what I would like to see specialization become over time and not what you describe.

    The player should be forced to make the choice between specializations because of a large impact on going above and beyond what a non-specialist can do, the choice should have gravitas...not merely a higher chance for example at making HQ versions. Unique specialist recipes are the best way to add such gravitas to picking which specializations to go with plus also helps specialists stand out from the crowd of generic non-specialists.

    It would make most players think long and hard which to pick and should be a difficult choice for most players to make due to being a substantial and highly consequential impact of any specialization choice. Unique specialist recipes would have that impact for most players, it is that impact you don't want because want to remain omni-crafting but if your an uber hardcore omni-crafter you can always make alts to cover all specializations still...however most players would not do so even if they were previously omni-crafters and by proxy such would help tackle the omni-crafting issue that SE has mentioned in the past.
    (0)
    Last edited by Snugglebutt; 08-05-2015 at 01:26 AM.

  7. #17
    Player
    Joronas's Avatar
    Join Date
    Jul 2015
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    91
    Character
    Joronas Ni'vira
    World
    Lamia
    Main Class
    Black Mage Lv 60
    Completely disagree.

    Someone who has made the investment to level and gear everything should not be punished for it. They should be able to get the full return on the playtime investment. Specialists should have full access and the ability to craft everything their class has to offer quickly and efficiently.

    Someone who does everything should be able to craft everything. They have to work for it, they should get the benefit. Specialists don't have to work for it. They spend WAY less effort. Even factoring in how much easier the 2nd class is, it's still around 4x the effort to max all classes. Becoming a specialist takes no effort at all -- giving them any advantages at all is being generous. If people want to take the harder route, then that should be just as viable.
    (1)

  8. #18
    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 Joronas View Post
    Snip.
    I have to disagree. As someone that has all crafters/gatherers leveled, there is no point to specializations. I have crafted lvl 60 2* recipes with zero specialization skills. There is currently no benefit from having a specialty.

    I'm not asking for "better" recipes, I just want access to something new. As it stands, there is no point in having a specialty. There is no benefit except over priced RNG abilities. Specialists could have glamour, housing, side-grade equipment that isn't down-right better then what omni-crafters can make.
    (0)

  9. #19
    Player
    Joronas's Avatar
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    Jul 2015
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    91
    Character
    Joronas Ni'vira
    World
    Lamia
    Main Class
    Black Mage Lv 60
    Tgoodner: If as an omnicrafter I can't omnicraft, then my time is being valued less and it's treating me worse. Specialization should make it so that you don't need to omnicraft to be able to high quality everything. Making it so that someone who has leveled everything to 60 can't craft everything just pushing the game further towards irrelevant and deletion.

    It's simple. You put in the time to level the class to 60, to gear the class up, you can use the class for everything. Anything else is punishing people for enjoying the game too much and wanting to try everything out.

    Specialization is SE deciding to make it easier to get into endgame crafting. They said that repeatedly -- they didn't like that people felt they had to level every crafting class to be able to do endgame crafting. If specialization let you do that without the hideous RNG punishment, then specialization is fine. Currently it doesn't, which needs fixed, but that's powers, not recipes.
    (0)

  10. #20
    Player
    tgoodner's Avatar
    Join Date
    Oct 2014
    Posts
    70
    Character
    Qata'a Akabilat
    World
    Gilgamesh
    Main Class
    Arcanist Lv 65
    @Joronas: you make valid points with the design of specialization being flawed and needing attention. SE has put in a ridiculous amount of RNG into the crater/gatherer endgame and the specialization system is no different.

    But we'll just have to agree to disagree. I am an Omani-crafter with all DoH and DoL classes at 60 and I will still advocate for specialization recipes. I put in the time and the Gil to get to this point and I would be happy if they create new content specifically for specialized crafters. Crafters in this have have been spoiled with the ability to create anything given enough time/Gil. This devalues crafts across the board especially as time passes between content. Recipes don't have to be the only way to adjust specializations like I've mentioned before. Upping yields, starting progress/quality, lowering needed mats are all possible solutions to giving benefits to specialties.
    (1)

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