Let's see bonuses before...
House workshop only give +10 SP.
Thinks bonus should be +10 control +10 craftmanship so not more![]()
Let's see bonuses before...
House workshop only give +10 SP.
Thinks bonus should be +10 control +10 craftmanship so not more![]()
I disagree. I could gather all my own shards and go fishing each time I need to make something that requires shark oil, but it would be astoundingly inefficient. You and I might both be capable of mining our own adamantite, but that does nothing to change the system-level inefficiency of a situation in which one of us needs adamantite and the other is sitting on a large stockpile of it.
Go compare the market board on a populous server against the market board on a struggling server. That's why a robust economy with lots of trade is good, even in video games.
Again, that's how the system works. If the price of pterodactyl leather is outrageous, switch specialties to take advantage of the situation. Find someone who is willing to barter with you or sell it for less. Stop making stuff with pterodactyl leather until the people selling it lower the price. Those are all valid choices, and none of them means that encouraging exchange and interdependence through specialization fails in practice.
That's different. That would kill any sense of difficulty. That's like giving every recipe infinite durability. You're also not being included/excluded from raids because one thing requires a blm and another requires no blm. Raiding in inherently dependent on others, making an object is not.You're both being too literal. The point is that what players want is not the same thing as what's good for the game. The developers have to take a long view and make decisions that promote the health of the game and the economy as a whole. Player fun is always a part of the equation, but it's not always an overriding concern. This is a much better argument against the specialist system. I think specializations make sense, but it is a jarring change from the way crafting was before 3.0 and there is a lot of tension between specializations and the core idea at the heart of the armory/class system.




The problem with this concept is it does nothing to deter the hardcore crafters. In fact, it only incentives them to level an alt or two and have immediate access to all the specialist benefits through a roundabout means. For many, that's a better alternative to being forced into nudging their friends constantly, and an especially better method to paying out the nose. Another issue derives by limiting the market, you ensure those hardcore crafters will focus on those items and be that much more likely to undercut you mercilessly. With a less exclusive pool, you keep people from attempting to monopolize.And therein lies the problem, and what leads to an unhealthy, and boring, economy.
What you see as a problem in needing to rely on others, I see as a reason for my friend to finally level crafting, and us to be able to support each other. Before, there was no reason, for I could make it all.
Indeed, I could simply use my alts for the missing crafts. But that is not fun. Supporting each other is.
This does nothing to stop the omni-crafters, it just inconveniences them.
leveled my last 60 job yesterday and i really don't know which specialist is better![]()
BSM,GSM and Weawer it's a valid option to craft my 170 equip ?
Congrats.
You don't need any specialist to craft your ilvl170 equip. But if you're aiming for the new bonus, I would suggest BSM specialist, since you will first want to craft all your offhands. They give the biggest upgrade.
Instead of looking at the ilvl170 equip, I would take a look at the current specialist recipes and see which ones you want to make and take that specialist.
oh nice!Congrats.
You don't need any specialist to craft your ilvl170 equip. But if you're aiming for the new bonus, I would suggest BSM specialist, since you will first want to craft all your offhands. They give the biggest upgrade.
Instead of looking at the ilvl170 equip, I would take a look at the current specialist recipes and see which ones you want to make and take that specialist.
think that the 2* rotation posted in this forum need at least specialist skills.
ty


Most people have focused on 2 star crafting without specialist moves, as omnicrafters only have those moves on 3/8 of their crafting classes, and rotations involving those moves would not be applicable to over half of their classes.
The problem with forcing other people to craft is that suddenly, for everything other than the few specialist crafts in the game, they suddenly don't need you for ANYTHING at all. Where before they could be lazy and spend some gil, now they can't afford even to do that.And therein lies the problem, and what leads to an unhealthy, and boring, economy.
What you see as a problem in needing to rely on others, I see as a reason for my friend to finally level crafting, and us to be able to support each other. Before, there was no reason, for I could make it all.
Indeed, I could simply use my alts for the missing crafts. But that is not fun. Supporting each other is.
Just like how favor mats and red scrip farming forced me to suddenly start gathering in order to avoid spending tons of gil. Suddenly I have no use for other gatherers.
The system is short-sighted in its goals and doesn't help the economy in the long run.
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