Hello
I'm going to outline a new concept for the crafting "mini-game" in this post. I would like some feedback / discussion and with enough oomph maybe one day, far off from now, something resembling this idea could be our crafting mini-game.
Let me add a
DISCLAIMER here to say, I do understand the development team has a huge burden on their shoulders with the 2.0 roadmap / revamp and a lot of work to do. The idea I'm proposing would be something for 2.0 or beyond, basically whenever they have the resources available to allocate to revamping the crafting system.
Background:
You can skip this section if you would like to. Basically, a lot of people... ok most people in my opinion find the crafting in this game to be incredibly stale. Aside from myself in this thread, there are literally dozens of threads on the forums about how lame and "grindy" crafting is. Even posts about what to do while you just press ENTER for a million times; like watching TV, playing other games, reading, etc..
I would say a huge majority of people do something other than watch their screen while they craft and that's kind of sad. That really makes it appear to be a grind and that the crafting system has no fun to it what so ever.
I'd reference a post to one of these threads but there are so many it's hard to choose from... I'll use the one that's currently on the front page:
http://forum.square-enix.com/ffxiv/t...per-mega-grind
^Read that for some laughs and additional background.
Concept:
---Intro---
Alright and now to the meat of this thread. So what can we do to make crafting more interactive and more of a "mini-game" and take away some of the grind associated with it?
The idea actually came to me today, but reminded me of another game I used to play as a kid... Mario Party.
For those of you who aren't familiar with this, you are given the outline of a character from the Mario series and have to "draw" them. The person who is the closest to the actual picture is the winner.
The difficulty comes from the pen (it's actually a Jackhammer in Mario Party) constantly moving forward and you have to react and direct where it goes. Obviously staying inside/on the lines is good and straying too far from the picture is not good.
---Concept in FFXIV---
So, my proposal is adapt this concept to the current FFXIV crafting system! Each piece of gear has a design associated with it. Not every piece of gear has to be unique, so their can be duplication in some areas (masks, some helms, armor, etc..) but their could be a majority of different looking patterns / outlines.
Your goal as a crafter is to trace the outline as it is displayed and make as little error as possible.
Going outside of the pattern would cause you to lose durability; reaching zero will cause you to fail.
Making too many mistakes in a row can cause an unstable / chaotic effect which will cause your synth to fail if you make X amount of mistakes in the next few seconds.
At the start of each synth you are given 3 options; Standard, Rapid, Bold.
These will essentially work the same way they do now where:
Standard synth will move the 'Orb' at a normal pace (thus giving a medium difficulty)
Rapid synth will move the 'Orb' at a fast pace (making the synth a lot harder, but would be used more for the "easy" synths or parts)
Bold synth will move the 'Orb' at a much slower pace (making the synth take a lot longer to complete but also make the 'Orb' control a bit more sluggish; to add difficulty)
---Crafting Stats---
Some examples of crafting stats and how they could play a role still.
Control will give you better steering and sharpness over the 'Orb' as it moves.
Craftsmanship && Magic Craftsmanship will function as they do currently; affecting the item you synth
---Class Skills / Abilities---
This is the trickier part... what do we do with the abilities? I was thinking that same synths would have multiple patterns that you had to 'draw'. And at the start of each new pattern there is a chance (just like there is now) for the ability to appear on the list for you to choose.
Or a second possibility might be to have the crafter use them prior to beginning the synth and give them a certain cooldown. So they can either wait X amount of minutes to use them again.
---Design Example---
First, I hope you can all see this. If not let me know and I'll fix the link.
In this concept picture, there are four examples of possible patterns.
The first image is a very basic, low level, shield. As you can see it's very simple outline and should be relatively easy to make. You would have low risk in doing this as there aren't a lot of turns or design elements.
The second image is an example of a possible high difficulty, top tier, shield. This would take some serious maneuverability (control and precision) to do well. This would up the "skill" factor in crafting. Imagine if you had to do each one of those leaves from the main circular part, as well as 4 outer branches as design elements. Getting an HQ on this would be something not so easy to achieve.
The third image is another basic example of a shirt that could be made my a weaver, again very simple and easy to make.
The fourth image was to show that some pieces could have "multiple design outlines" and after the completion of one pattern, the orb moves to the next piece, and the next, and so on until you have completed all the pieces.
---Page Break---
If you're with me this far, I think you have an idea of how this could add more diversity, fun, and skill to the crafting system. It would really give those hardcore crafters something to brag about and get rid of the monotony that exists in the crafting grind.
---HQ Crafting---
Of course there would be some luck involved still, but High Quality synth would be achievable from this system.
We can keep the progress bar, and have that be a factor of what % of accuracy you have maintained. So if you did an exact perfect trace of the pattern and got 100% accuracy (or progress) and your durability was high you have a chance to get a High Quality product.
In the same regards, if you did an 'OK' job you would get a NQ item.
And lastly if you did a terrible / sloppy job (<60% - concept percent) the synth COULD fail. Again, as I said before if your durability hits 0; you fail automatically. This would add a lot of RISK in the mix.
---Conclusion---
That concludes my crafting redesign concept. I wrote this in segments but I hope it's understandable for all of you.
Questions / Comments / Concerns please feel free to discuss.
If you
LIKE this idea, you know what to do
**I reserve the right to modify / adjust this thread, as the discussion moves forward**