Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 32
  1. #1
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100

    Craft grinding now impossible without self mutilation?

    Before 1.19, I was still getting 250-300 on Undyed Velveteen at 37. Now I get between 45-55 and the synth is more expensive.

    So I decided to move it up a step, sell all of my cotton thread and buy flax to begin grinding out Linen Yarn. 2 Flax -> 1 Linen yarn. WHAT?! Really? Ok..fine..whatever...*looks at exp earned* 200....

    I'm level 37...doing a level 41 synth and only getting 200 exp? Something isn't right here...ontop of that, you only get 1 of the item so mass production of the cloth that comes from the thread will be almost impossible now.

    Anyone else having this issue? Anyone else feel that SE needs to rethink the latest changes to crafting?
    (5)
    Healer strike is ridiculously foolish and accomplishes nothing

  2. #2
    Player
    Aleczan's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    535
    Character
    Aleczan Knighthill
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    I am all sad panda that they nerfed the synth and make many recipes now yield 1 item instead of 12. I mean...come on, 4 should be fine, I wouldn't complain. This is so hard for my wallet. I don't even use normal synthesis to grind EXP anymore.
    (1)

  3. #3
    Player

    Join Date
    Oct 2011
    Posts
    45
    The levels of items and materials have been largely revamped. Velveteen is mid 20s, Linen is mid 30s. At 37 you should be looking at wool and felt (I'm not that high so I don't have the exact level values, do some experimentation). Also, instead of trying to grind, make finished items, they're much simpler to create and easier to control exactly what level of experience/synth difficulty you're after. You can also dye them for a double dose of exp and to create a very desirable item to sell at market to recoup your funds. In other words, its far more entertaining to PLAY a crafter, rather than grinding. Try it out!
    (9)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    132
    Personally, I'm a big fan of the new crafting revisions. It all makes so much more sense now than it did before. If you want to grind, you can grind by making materials that you can actually sell to other players or use yourself. No more mindlessly grinding worthless "parts" just for skill points that you'd have to end up selling to some NPC because nobody wanted it.

    Now the level of synth you are doing has a much greater correspondence to the level of gathering you need for the materials for that synth and the class level which can make use of the finished product.

    I hated crafting before the changes, but now I actually enjoy it quite a bit. I'm taking armorer to 50 and everything that I've grinded on can be easily turned into something useful without having to go hunt down so many extraneous materials. And the experience is great; at around lvl 35 armorer I was getting ~700+ on cobalt rings I think, close to 1k per synth with a manual.
    (4)

  5. #5
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    What the previous two comments said. Doing synths more appropriate to my level yields me 400-700 exp easy. Impossible without self mutilation? Still that might be true. Haha
    (3)

  6. #6
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    They lowered the level of several raw material recipes like steel and as you found out, Velveteen and linen.
    (0)

  7. #7
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Carpe View Post
    I hated crafting before the changes, but now I actually enjoy it quite a bit. I'm taking armorer to 50 and everything that I've grinded on can be easily turned into something useful without having to go hunt down so many extraneous materials. And the experience is great; at around lvl 35 armorer I was getting ~700+ on cobalt rings I think, close to 1k per synth with a manual.
    There is no way the server demand can keep up with the supply of "useful" items. When I grind, I can make hundreds of Iron Greaves in one sitting. There are very few items the whole server uses that much of in a week. The exp/synth just isn't high enough to support crafting in a purely player to player economy. A single crafter simply produces so much more than the server demands.

    Crafters are surely by far the largest contributors to money supply inflation simply because in order to level up in a reasonable time you have to make items that can be vendored for a minimal loss.
    (8)

  8. #8
    Player
    Haru's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    511
    Character
    Haru Miaru
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Dubont View Post
    Before 1.19, I was still getting 250-300 on Undyed Velveteen at 37. Now I get between 45-55 and the synth is more expensive.

    So I decided to move it up a step, sell all of my cotton thread and buy flax to begin grinding out Linen Yarn. 2 Flax -> 1 Linen yarn. WHAT?! Really? Ok..fine..whatever...*looks at exp earned* 200....

    I'm level 37...doing a level 41 synth and only getting 200 exp? Something isn't right here...ontop of that, you only get 1 of the item so mass production of the cloth that comes from the thread will be almost impossible now.

    Anyone else having this issue? Anyone else feel that SE needs to rethink the latest changes to crafting?
    I have over 1000 flax now.. Seriously i cant give the crap away.
    When they made this nerf they made it drop like flies. I get 5-7 per harvest often resulting in 3-4 stacks per level. Do a few hours farming and the net result is sell to NPC...
    (2)

  9. #9
    Player

    Join Date
    Oct 2011
    Posts
    45
    Quote Originally Posted by Frein View Post
    There is no way the server demand can keep up with the supply of "useful" items. When I grind, I can make hundreds of Iron Greaves in one sitting. There are very few items the whole server uses that much of in a week. The exp/synth just isn't high enough to support crafting in a purely player to player economy. A single crafter simply produces so much more than the server demands.

    Crafters are surely by far the largest contributors to money supply inflation simply because in order to level up in a reasonable time you have to make items that can be vendored for a minimal loss.
    As above, I love the new system, but I agree, one of the sole unaddressed problems with it is volume. In the last few levels of a craft, the sheer amount of items you have to craft (even at an optimal 500-600 exp per item) creates a glut of items in the market. The multi-materia destruction helps this a lot at those levels, so its probably ok there, but at mid-level you still get huge amounts of, say, brass needles, which are laregely not needed. Not sure what the solution to this would be, an exp bonus on finished items would be nice, or simply a normalization of total items needed per level above, say, 20. In other words, I agree, but don't know how to fix it.
    (3)

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    132
    Quote Originally Posted by Frein View Post
    There is no way the server demand can keep up with the supply of "useful" items. When I grind, I can make hundreds of Iron Greaves in one sitting. There are very few items the whole server uses that much of in a week. The exp/synth just isn't high enough to support crafting in a purely player to player economy. A single crafter simply produces so much more than the server demands.

    Crafters are surely by far the largest contributors to money supply inflation simply because in order to level up in a reasonable time you have to make items that can be vendored for a minimal loss.
    Iron Greaves are part of the old crafting recipes. After a while you won't be able to make these anymore. The new recipe designs don't have these kind of synths that are "just for skill points". The new "grind" synths are the basic mats that you will use over and over in your recipes and that are needed by other crafts for their recipes. Using Armorer as an example, to get to Armorer 40+ you literally do not need to make anything other than ingots, rivets, rings, and plates. These 4 basic materials are used in basically every finished product that an armorer can make in the new recipes. They're also needed by other crafters as well. That's what creates the demand for them and makes them "useful" synths. With leatherworking you skill up on making hides to leathers, carpentry logs to lumber, clothcraft making threads and cloths.

    Iron Greaves are a perfect example of what was messed up with the OLD system. You took your materials and kept sything them into more and more specialized materials or "parts" until you ultimately had something like a weapon part, armor part, button, strap, etc. These parts could only go into a small number of finished products which was what made them worthless to try and sell in the wards in large numbers.

    Also, inflation isn't caused by crafters selling things at a "loss". Game economies are fundamentally different from real economies because in a game resources are unlimited. Coblyns don't go extinct and nodes keep respawning. So in order to prevent inflation the game needs smart and effective money sinks. And inflation is only really a problem when there's a lack of supply to meet the server demands. That's why I think SE has been increasing drop rates. Having lot's of money is pretty meaningless when people with less money basically have the same buying power that you have and items are easily replenished. So then the only really advantage for the rich is being to be able to buy the best armor at the highest prices. But with the best items becoming increasingly untradeable, your money means nothing when you have to earn your gear instead of buying it.
    (6)

Page 1 of 4 1 2 3 ... LastLast