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  1. #11
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Only thing I'd change is the amount of materials required to make even basic stuff. Even a basic hardsilver ingot for example

    4 hardcover ores
    1 hardsilver nugget

    That nugget though needs
    5 hard silver sands
    1 silver ore.

    That's quite a complex recipe for what is essentially a basic crafting ingredient

    And by the time you've got 3 or 4 of those ingredients together to actually make something it gets pretty crazy pretty fast.
    (10)

  2. #12
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    http://forum.square-enix.com/ffxiv/t...re-to-complain

    Pretty much sums up my feelings on crafting.

    Naoki Yoshida once said something along the lines of "I do not care about crafting and gathering very much, so I do not intend to waste too much time on them."
    With some more love, it could have been my favorite crafting of any mmo game to be honest. Its mostly the little things that bother me. Like needing to always go out and buy/gather shards. Not being able to sell my crafts to npc for reasonable amounts. Seriously. Level 60 weapons sell for like what? 100 gil or something? Its awful. Items that arent wanted by the playerbase are basically useless.
    (1)
    Last edited by xJimmehx; 05-26-2017 at 12:21 AM.

  3. #13
    Player
    javid's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Dzian View Post
    Only thing I'd change is the amount of materials required to make even basic stuff. Even a basic hardsilver ingot for example

    4 hardcover ores
    1 hardsilver nugget

    That nugget though needs
    5 hard silver sands
    1 silver ore.

    That's quite a complex recipe for what is essentially a basic crafting ingredient

    And by the time you've got 3 or 4 of those ingredients together to actually make something it gets pretty crazy pretty fast.
    I don't think they use ENOUGH mats.... after first week of patch 80% ( i dare say 90%) of the mat required for a syn are in excess on the MB; making gather unhappy (since i'm a gatherer and a crafter). Although I would like some recipes to have less variance in the TYPE of mats required; like instead of recipes with 6 different types of mats; I'd like it maxed at 4 different types of items.
    (1)

  4. #14
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    I am hoping they have considered crafting the same as the have the batlle classes - you can't just keep piling it on and on. You can't make the recipes even longer and more complicated, requiring even more mats, and 50+ steps to hq/complete (particularly with RNG on top). Some classes required more x-class skills than they could hold at lvl 50, let alone 60.
    (1)

  5. #15
    Player
    vigioX-Sun's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Vigiox Sun
    World
    Balmung
    Main Class
    Miner Lv 90
    Love this crafting system, i make millions an millions with it, i hope it never change.
    (0)

  6. #16
    Player Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,906
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    What? Been a while since I played 11 but wasnt it just basically quick syth. I think the crafting system is great the only thing I would change is specialist actions.
    (2)

  7. #17
    Player
    Aramina's Avatar
    Join Date
    Jun 2015
    Posts
    1,092
    Character
    Ahnohla Mujuuk
    World
    Sargatanas
    Main Class
    Scholar Lv 90
    The crafting system of this game is probably 90% of the reason I play, so no... aside from a few QoL tweaks here and there, it shouldn't change.
    (0)

  8. #18
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by javid View Post
    I don't think they use ENOUGH mats.... after first week of patch 80% ( i dare say 90%) of the mat required for a syn are in excess on the MB; making gather unhappy (since I'm a gatherer and a crafter). Although I would like some recipes to have less variance in the TYPE of mats required; like instead of recipes with 6 different types of mats; I'd like it maxed at 4 different types of items.
    There's multiple reasons for that though.
    One is simply the volume of mats which you can gather in a short time is very high. even HQ mats

    Another reason is simply the market for crafted gear is extremely small. Very few players invest in crafted gear for Dow/Dom. Because it's usually very expensive and is replaced very very quickly.. it's also the fact that crafted gear is always "catch up" stuff.

    And that ultimately is why the market is flooded for materials because there aren't many buyers...

    Increasing the amount of mats required for a synth would only increase the cost of finished items, doing that would only further decrease the rate at which that stuff sells and thus all those mats will still be in excess because ultimately crafters won't male things they can't sell or people won't buy..

    Picking a random item such as the heavy metal claws. they're about 700k on my server at the minute and falling quite quickly because they're 9 listed and maybe 1 gets bought a day...

    if they took more materials to make. lets say double. then the price would likely double to 1.4 million. and they'd sell even slower than they already do because even less people would be willing to fork out 1.4million than they are 700k..

    if you want to address the excess of materials on the markets you need to increase the demand in the actual finished products.... and to do that you need to make crafted gear more relevant than just catch up stuff
    (3)
    Last edited by Dzian; 05-28-2017 at 12:26 AM.

  9. #19
    Player
    Driavna's Avatar
    Join Date
    Sep 2013
    Posts
    1,459
    Character
    Elara Almasombria
    World
    Sagittarius
    Main Class
    Dark Knight Lv 90
    But that won't happen because this is a theme park MMO and not a sandbox, drops are always going to outshine crafted gear. In a sandbox you can put a decay system so people will always replace their gear at some point, also, goods are usually cheaper to craft and your gains are more about quantity instead of selling a single item for millions to a small market.

    The problem behind materials is all of them being similar, NQ and HQ are way too simple, so to fix it SE need to make it more complex and add stats to them. Randomize those stats every week or so leading to really good batches having a high value, but this system also requires to the craft itself become more complex and to drop NQ/HQ too.

    Anyway, this game is designed so crafting can be totally ignored for your average player because no content outside savage need consumables and big amounts of gil are useless because this game doesn't have any mad, and optional, gil sinks (like 500m for Cloud's Bike). ATM is a big time sink that only produces luxury items and will become more and more niche with each expansion.
    (0)
    Last edited by Driavna; 05-28-2017 at 07:58 PM.

  10. #20
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Driavna View Post
    Anyway, this game is designed so crafting can be totally ignored for your average player [...]
    As it should be. And I'd go a step further and also make battle content optional for players who'd rather just craft.

    But that raises the question what crafting should be in the first place.

    If it's supposed to be a supplement to battle content, it needs to be easily accessible to players who don't really want to bother with it, because they're actually interested in battle content and crafting is just a mere support system - Once click done crafting with but a handful of materials, no dedicated gear, low barrier of entry. The WoW model.

    If it's supposed to be a separate progression line or even stand on par with battle content, it needs to be mostly self-contained and not offer any real benefits for activities outside of itself like the gold saucer. And the gameplay IMO is rather lacking for that - Hands up everyone who crafts for the joy of crafting and gives the finished product away for nigh free because it's just some byproduct junk to you. The crafts don't even have unique gameplay, they all share the same minigame. That's the way of making it a game within the game.

    Crafting is in a bit of a weird spot. It doesn't seem good enough to stand on its own as battle content can, but it's also too complex and time consuming to be a real supplement to battle content, as only dedicated crafters can create anything of value to battle. It's just kind of there.
    (1)

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