

it is true that many liked the horrid crafting system. but they changed it because more people hated it.Complexity is a GOOD thing. Many of us enjoyed the gathering of different materials to create one item. It gave us a sense of accomplishment and encouraged the crafting community to work together.
What you have now is completely detrimental to the strengthening of the games community, the games economy and of course, the sense of accomplishment is completely gone.

Did they hate the crafting systems mechanics or did they hate the craftings interface? I think it was the latter honestly.
...they just spent god knows how much time simplifying the recipes. The only "complex" thing I see them doing is adding rare materials.


this is really a dead horse here but here it goes. Different people hated different aspects im sure, but what i disliked was needing so many crafts to lvl 1 craft. I dont want to have to have 30 lth or 40 wvr or anything like that to do arm(hypothetical), i only want to do armor. I dont like needing lvl 40 parts to make a lvl 25 item and i didnt like need 1000 different mats. I really like how its been steamlined and lots of recipes got nixed. Since 1.19 i got my arm from 10 to 46 and am closing in on 50. So that being said the new system has really worked for me.
hey! i'm commenting on the same thread again! the answer is no. for elaboration, you can look at the comments below or your old thread! k thanks!

I'm sorry but I was under the impression that you were not someone of importance. I had no idea you were making decisions for SE.

Listen people, If the old system was too much effort, why not change the method in which you deliver complexity?
Yoship decides to lower the amount of mats you need for a bunch of recipes but forgets to reduce the amount of materials from nodes. What the hell is up with that?
All you have to do is leave the city and walk/teleport to the correct area and you will get all the materials you need to accomplish any of the recipes. Since nothing is rare, you get what you need in a matter of minutes (assuming you gather level meets the requirement but if you're crafting, chances are you're gathering is up to date).
The ease of procurement is another thing that bothers me. Why aren't we going inside dangerous mines to look for ores? Everything is so extremely easy. I know the maps are coming in 2.0 but SE should be informed. They don't have to make it super complex but at least do something about the ease of material gathering.
You're all going to get bored of this game extremely fast if all you do is go through dungeons. Things need to be long term. Instant gratification should not be something we deal with.



When everyone else is fine and you're the only one thinking the system is poor, it's not a problem with us.
Despite everything being easy to get everyone still manages to make a profit. They are adding rare material nodes that change location, and other stuff to gatherers, and stuff like crafting inside beastmen facilities to create rare items. These ideas are actually interesting unlike needing to synth 20 steps and needing 50 materials.
Complexity is good if it's done right, but in the case of XIV at the start it was done poorly. While you may not notice it there is a sense of complexity in the current craft system and that's the concept of having a base piece of armor with the ability to augment it with more stats. With the current system it's pretty much make gear, then use some of same materials with dye to augment it with new stats.
When 1.20 hits the odd are the recipes to make the augment gear may involve alchemy or goldsmith materials which will further add more "compelxity" to customizing gear to the liking of a player. For all we know the recipe to make the War based armor may be some alchemic vial, or attaching a gemstone to it. But ya overall the process that's been started is much better then what it was before. The idea of having to use 5-8 items to make a basic weapon was just to much lol.
As the time progresses and as mentioned above the rare nodes come into play the complexity will increase at a rate that people can adapt to without feeling overwhelmed by what's in front of them.
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