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  1. #1
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Lemuria View Post
    Right now being a specialist means precisely zero.
    Specializations based on locking players out of content should have never been added to the game in the first place. Just like Desynthing lock-outs.

    Recipees in Heavensward have already become ridiculously bloated requiring far too many materials and many cross-craft materials. Now what? Will they add base materials that can only be obtained from specialist recipees thus ensuring that the MB is further jammed down our throats?

    Using the MB should be optional. Gathering and Crafting content shouldn't be locked behind it.

    Quote Originally Posted by Lemuria View Post
    There will always be price-gougers, but most of them are able to do so not because of being a specialist, but by having easier access to the rare and difficult materials which price most other crafters out of the markets. That'll happen regardless of specialist recipes.
    And that's the other problem with gathering and crafting. The development team is far too concerned with making items rare so prices on the MB are high instead of making it fun.
    (22)
    Last edited by Gilthas; 08-22-2015 at 11:07 PM.

  2. #2
    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 Gilthas View Post
    Specializations based on locking players out of content should have never been added to the game in the first place. Just like Desynthing lock-outs.
    That's why you need some networking and connections in an MMO. Me and my FC were excited that we'd be able to help fill each other's needs and complete the circle of crafting. And then we get this piece of shite that does absolutely nothing but add another layer of RNG and liability to crafting.
    (5)
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  3. #3
    Player
    Ranzan's Avatar
    Join Date
    Aug 2013
    Posts
    366
    Character
    Kheima Rayne
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by RiceisNice View Post
    That's why you need some networking and connections in an MMO. Me and my FC were excited that we'd be able to help fill each other's needs and complete the circle of crafting. And then we get this piece of shite that does absolutely nothing but add another layer of RNG and liability to crafting.
    Or your in an FC like me where people can't be are to craft and comes to me as a 1 stop shop.

    Instead of recipes how about fixing those skills first. They are next useless for a stand alone craft. Unique recipes don't fix the specialization problem.
    (4)

  4. #4
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by ServerCollaps View Post
    you can get crafter soulstones for redscrips, so its possible for everyone to get specialist status in all 8 jobs
    Your armory soulstone carrying limit prevents having every craft available on a quick-swap. You would need to manually carry them in your inventory and swap them out manually for each craft. Soulstones also cannot be discarded, so you're basically stuck with 5 extra inventory hogs.
    Quote Originally Posted by Gilthas View Post
    Specializations based on locking players out of content should have never been added to the game in the first place. Just like Desynthing lock-outs.
    That's a very blinkered way of looking at it. You see it as locking you out, while I see it as adding incentives. Specializations at the moment don't lock you out of anything, they just sort of 'exist'. Nymeia's Loom is arguably the only worthwhile addition, but even that is so locked behind RNG that it's scarcely worth a mention.

    The entirety of the specialist skills revolve around 'good' and 'excellent' condition materials. It's what depletes whistles and activates the special bonuses. Even our final skill is basically just a means to earn more 'good' and 'excellent' conditions. It's nothing to write home about, and nothing special... at the moment.

    Adding specialist recipes is NEEDED. I've actually looked forward to this because it breaks up the playing field a bit. When everyone can craft everything, it gets dull and there's no real market. We basically craft for other crafters at the moment. There's never been any end-game viability in our work, and it's solely been about looking pretty and making stuff for the next generation of weavers and alchemists.

    The sooner you realize the truth of crafting, the sooner you can mellow out and just enjoy the ride. Except for scrips. That whole scrip system can go to the hottest, nastiest hole in hell and burn for all eternity for all I care.
    (5)

  5. #5
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Gilthas View Post
    Specializations based on locking players out of content should have never been added to the game in the first place. Just like Desynthing lock-outs.
    You can always reset a desynthese back to 0 and level up another one. You can always change a specialization afterwards (will cost you some scripts, i think).
    You don't get locked out, you can just not get everything at the same time and have to choose.

    Also, is it really that surprising that there will be recipes for the specialists? I thought this was clear like water from the beginning.
    (10)
    Last edited by Felis; 08-23-2015 at 03:34 AM.