Quote Originally Posted by Akuun View Post
Look, when crafted gear dominates a game all it does is destroy the content with any drop items. That's usually the end game content. What is the point of a player working their ass off for a single item if the item they bought or crafted is already much better? There is a place for crafting, and if you look at my posts regarding ifrit dropping horn that is crafted into weapon, or addition of something similar to cursed gear in 11, you would then be able to remove your head from your ass and realize that i'm not against crafting, i'm against it being the most powerful class in the game. I want to see mat drops or combination of drop and crafted items, it's a good system, but most combat players, say fuck you uppity crafters, by the way, i'm sick of this fucking train wreck called 14.
Tell us how you really feel...

I'm in favor of making crafting services crafting more accessible to everyone. There have been some really good suggestions to this end. (I am in favor of the Ifrit horn idea)

Here is how to make crafting work better for both crafters and general adventurers (*I apologize for stealing this idea from another poster, but it is very good)

In each crafting guild there should be an NPC who players can visit and create submit their own crafting leve and all materials and rewards that correspond to it.

For instance:

Player A just fought Leviathan and received as a reward a U/U "Leviathan Spine". He then heads off to the Carpenter's Guild to have a lance crafted from it.

He looks up the recipe and gives all the required materials and crystals to an NPC there who creates a crafting Leve for him. He decides to offer a 24k gil reward for NQ result and a 40k gil reward for HQ (if applicable) result. He sets a minimum level for the Leve at 48 to ensure that only high level carpenters will attempt this leve. The Leve NPC asks how much insurance he wants on his materials @ 8k gil per attempt. The insurance means that if the crafter fails, the guild will replace all the mats for him up to the allotted attempts. Since the mats are very rare and expensive, the Insurance is well worth the cost in this instance. Player A spends 30k gil to insure 3 attempts.

Player B has just hit 49 as a Carpenter and she wants to make some gil. She goes to the Player Leve NPC at the carpenter's guild and sees that there is an order for a Leviathan Lance. She accepts the leve and begins to craft the item. The first craft fails. She checks the list and sees that the Leve is still available. She tries again and gets a NQ result. this nets her a reward of 24k and a guild experience bonus.

Later that day, Player A checks his mailbox and sees that the craft was successful and he now has a shiny new Leviathan Lance. Not HQ, but maybe if he offered a bigger reward more for a HQ version he might have a different result... but he has the Lance now with not much out of pocket and he is off to adventure more.
This scenario would be ideal for all parties involved. It connects crafters with adventurers, it allows U/U items to become part of crafting. It incorporates crafting into endgame content like Primal battles, It is a gil sink (the insurance part). And it spreads the population of players around by making the crafting guilds a hub of activity for all gear and item creation.

I'll start a new thread with this idea because I think it needs more attention.