One thing to keep in mind, crafting use to be a primary job meaning it was going to be equal to DoL and DoW - that's not the direction they want to go anymore.
For what is worth I'm happy with the changes.
One thing to keep in mind, crafting use to be a primary job meaning it was going to be equal to DoL and DoW - that's not the direction they want to go anymore.
For what is worth I'm happy with the changes.
*open link*
*see size of the scroll bar*
*go hide in a corner*
What's happening is that they're becoming support. A lot of folks think that "support" means "Lesser" "secondary" or "not important".
The root problem with a lot of DoL and DoH jobs was that they weren't being used optimally because they were treated as ends themselves and not a means to the end as what they should have been. Eoreza is facing a threat that will need to be met with the strongest weapons and defended against with the best gear. But this was being thwarted by a long list of parts, dyes, glues, etc that made crafters focus on only making high rank gear and trying to HQ it. The result was a lack of gears for people at lower ranks because it just wasn't worth it. It actually led to fewer real crafters. There are lots of high rank crafters who don't make anything because they're only high rank for their own repairs.
The crafting system was defeating the purpose of crafting. The new system focusses on making things, simplified recipes are conducive to creation, not grinding sp. The new repair system will move people away from grinding just so they can fix their gear to 100% which will give lower rank crafting of gear a chance to shine. (I went through about 20 ranks of grinding crafts, ranks 15-35, without making a single item of gear.). Add to that materia...
Regarding DoL: There were few items that were actually desireable. This items were used primarily in grinding. Everything else was NPC food. The result was a shortage of items used in crafting parts for gears. It also made DoL extremely boring. Why would anyone want to travel the world gathering different things, when they're only going to need a few things (Iron, Silver, Gold sand, and maybe pyrite, were the only things worth mining.) Now with the new system, even high rank DoLs will gather dyes for colors and they have to travel all around the world to do it. What's best, a lot of the things they gathered was dropped from mobs, further marginalizing the class. These items will no longer be dropped, meaning that DoL will be more important now. High ranking DoL will have access now to exclusive grade five mats as well. Add to that Catalysts for Materia...
These are solid well thought out changes. Thumbs up for all who made this possible.
Weird, they said they wanted to simplify crafting and make it more accesible, and they make it so it takes 3x as much time and money to skill up now... *shrug*
R10-20 crafters may be thinking of these changes as "good", but you will change your mind when you hit the 40s and find that you can't level up in any cost-effective manner
Last edited by neizero; 09-29-2011 at 09:02 PM.
Here's essentially what's going to happen:
The whole lot of you are going to bitch and moan about all these changes until the patch and maybe a week or two after. At that point everyone who is still playing will, as some have already done, accept the new system and realize that no amount of crying will change the fact that you have to use it if you want to craft. After a month or two everyone will be set in the new ways and will act like the old system never existed. It happens almost every time they introduce a new system or change an existing one.
The only difference with this change is that you can actually still use the old recipes until 1.20. People will have a grace period to find the new SP craft grindss and whatnot, and they will.
While I hesitate to quote myself >.>; ...
Pretty much the changes were as expected from three weeks ago.
The original post linked is very long, so be forewarned. I don't see anything really major that I would change.
/snip
How?
The simplest way would be to make all recipes require at least four ingredients, and to have nearly all ingredients be the result of a crafting process, and not simply dropped / gathered items. To keep gathered / dropped items relevant, the synthesis chain from material to ingredient should be no longer then 1 or 2 (e.g. ore ~> cobalt rings, ore ~> ingot ~> plate, fibre ~> yarn ~> cloth). Further, the recipes that make up ingredients should be more inline with the final synthesis. Finally, the ingredient synths should produce, as a general rule, only a single ingredient.
/snip
If the recipes are balanced in terms of requiring 4 to 8 manufactured ingredients, and if these ingredients are of a rank close to the resulting item, then the requirement that all ingredients be HQ in order to achieve an HQ result becomes a balancing restriction. The process of creating an HQ item shifts from "gathering the easy parts, spamming careful on low rank parts, skip the hard parts, make many HQ attempts", to "gather the high rank materials, spend time making every ingredient HQ". It is different, but it is not necessarily easier.
/snip
For the crafting centrist the sound of these changes might be a little disconcerting.What's happening is that they're becoming support. A lot of folks think that "support" means "Lesser" "secondary" or "not important".
The root problem with a lot of DoL and DoH jobs was that they weren't being used optimally because they were treated as ends themselves and not a means to the end as what they should have been. Eoreza is facing a threat that will need to be met with the strongest weapons and defended against with the best gear. But this was being thwarted by a long list of parts, dyes, glues, etc that made crafters focus on only making high rank gear and trying to HQ it. The result was a lack of gears for people at lower ranks because it just wasn't worth it. It actually led to fewer real crafters. There are lots of high rank crafters who don't make anything because they're only high rank for their own repairs.
The crafting system was defeating the purpose of crafting. The new system focusses on making things, simplified recipes are conducive to creation, not grinding sp. The new repair system will move people away from grinding just so they can fix their gear to 100% which will give lower rank crafting of gear a chance to shine. (I went through about 20 ranks of grinding crafts, ranks 15-35, without making a single item of gear.). Add to that materia...
Regarding DoL: There were few items that were actually desireable. This items were used primarily in grinding. Everything else was NPC food. The result was a shortage of items used in crafting parts for gears. It also made DoL extremely boring. Why would anyone want to travel the world gathering different things, when they're only going to need a few things (Iron, Silver, Gold sand, and maybe pyrite, were the only things worth mining.) Now with the new system, even high rank DoLs will gather dyes for colors and they have to travel all around the world to do it. What's best, a lot of the things they gathered was dropped from mobs, further marginalizing the class. These items will no longer be dropped, meaning that DoL will be more important now. High ranking DoL will have access now to exclusive grade five mats as well. Add to that Catalysts for Materia...
These are solid well thought out changes. Thumbs up for all who made this possible.
To the casual crafter, this is actually okay, despite the knock in sp gain/time.
I casually craft with leves almost exclusively. I never liked the idea of grinding crafts with my own resources. I'd rather craft with their resources. With the changes to guildleves being able to stack 99 leves, I'll be plenty busy with crafting and leveling at the same pace, if not faster due to not missing leve resets at 5AM.
But ya, the game is moving away from the "If you just want to be a crafter you can just be a crafter" design philosophy and even though I play mainly battle classes I'll lament the loss of the crafter being able to experience the main storyline.
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY! I really couldn't be happier with these changes. The crafting system currently is a huge mess. Just looking at the insanely long list of items that are being removed from the game after these revisions got me all excited.
I am curious about 2 things. Alchemist and Culinarian will definitely have a rough couple months until they get their revisions implemented correct? I feel a bit bad for you guys but, it's understandable that they'd like to completely finish the combat/stat changes before implementing a really well fleshed out potion and food system right?
The other thing I'm wondering is why are there so many comments about crafting taking longer to level because of this?
There are so many comments about it because we actually have little to no information to actually go on in terms of SP gains for the new recipes. People seem to think that they can judge the new recipe SP gains on the current ones which is actually quite foolish. We know next to nothing as far as SP is concerned, people are just freaking out as usual.
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