Quote Originally Posted by Vhailor View Post
I have no issue with crafting as a group activity, but it's far too easy to cheese your way through it with Gil and borrowed macros already. This stands in stark contrast to combat jobs, which absolutely cannot be played well without putting in some effort. I personally feel this isn't a good situation. It diminishes the experience for players (it's basically just a series of mindless hoops if you level via purchased Levequest items), and it harms the economy by opening the floodgates to people who have absolutely no interest in crafting, but want the money and items it can bring.
For this reason, I think there should be a series of road blocks that force people to actually progress as crafters in order to achieve max level. Part of that would be eliminating the ability to purchase turn-in items of any kind, Levequests or otherwise. Another part would probably be altering the macro system. I'd love to see regular macros eliminated entirely from crafting, but have an 'Planned Synth' option introduced alongside Quick Synthesis. It would have some conditions placed on it, like Quick Synthesis, to ensure that it only replaces regular crafting once an item is relatively trivial to craft (say, once you've HQ'd an item on your own, and/or once you over-gear the item by a certain amount). But, it would replace the macro system for crafting - and eliminate the need to have stupid shit like /wait commands in there.

Would this make crafting less convenient? Absolutely. But in my mind, it would bring crafters more in line with combat classes, in that success would require a real degree of effort. And, coupled with a long-needed system allowing items to be transferred / shared between alts, it wouldn't needlessly impede someone who was leveling crafters for the second, third, etc. time.
So far the best crafting was in ARR. The books to learn the new crafts were a challenge. They were in no way easy or fast. SE should have a look at the ARR system of crafting for 5.0. The gear and main hand should stay craft-able instead of a turn in after a certain number of HQ items are made like in ARR. The tools are useless without the books though they would help someone interested in crafting learn how to get the books with better gear. The crafting job quests. I did like how the mats were given and you could keep trying. No buying from the MB and the level 66 skill was locked behind actually doing the job quests. The HW/SB book system of get x number of scrips is unrewarding and doesn't help raise a players understanding or skill with crafts.