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  1. #41
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Not remotely. I have another, less combat-focused alt much more progressed than my main here, but the only thing I honestly found at all enjoyable about crafting was leveling them all together so that they can complement each other. Once leveling was complete, as a system, it seemed rather bland to me. (Heck, even the leveling was still... pretty bland.) Don't get me wrong; the resource management especially when not so well geared is an enjoyable little mini-game, but it never feels much like crafting to me, or at least leaves far too many lucrative aspects of the idea untouched and untapped. I feel like I would have much preferred if the open crafting concept of 1.x had actually been a thing in itself to be built on rather than just an obfuscation of underlying, still-rigid recipes, over the straightforward but bare-bone purely vertical, rigid-recipe system we have presently.

    I'd like to see some of the stronger abilities brought more and line, and to see more variance in the best possible rotation based on preempt-able factors such as durability or item type, and reactionary factors such as the quality of progress thus far. I'd love to see a crafting table addition, FC workshops that allow you to draw from programmable dynamic-rights-based access to FC and personal retainer storage or the like for QoL. I'd like to see guild integration and more frequent guild tasks beyond mere leves and provisioning. But most of all I want to see more items craftable, and a greater range within those crafts. And I'd love to see staggered vertical / semi-horizontal progression, whereby one can master specific materials, and recipes made far more flexible, but with perhaps secondary stat effects.
    (1)

  2. #42
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by BoazJochin View Post
    I wish that they would have more specialty recipes. This would make having a specialist worthwhile. I am lvl 70 crafter and I do craft a lot for gill. I just don't see a point in how I can make every end game gear. I think it should be kept to the specialists to encourage people to go one way or the other.
    I feel the opposite. I enjoy the idea of Omni-crafting, mastering all the crafts and being self-sufficient if you put the effort in. Especially in a game which advertises being able to level every class.

    I don't like the idea of being locked to only ever optimizing 3 crafters. The thought of being a max geared, max melded, max level carpenter and unable to make endgame carpenter gear for example isn't an appealing one.

    I just think it's too easy in general. If your specialists could fairly comfortably make gear but your non-specialists required the best gear, rotations, hq mats and melds, then it could be ok. Currently you can macro everything in sub-optimal melds and vendor food.
    (1)

  3. #43
    Player
    Mhiro's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    80
    Character
    Rei'mhi Nariya
    World
    Malboro
    Main Class
    Sage Lv 90
    I feel the same. Personally, I only maxed/omni 4-star'd my crafting with SB but the feat felt really disappointing. I tried doing it in HW, but it was a challenge and my availability couldn't match it so I only managed to omni 3-star my gatherers. But now? While I'm grateful to have been able to reach the top tier, it's like...wow where's the difficulty. I fully expected the 3 and 4 star stuff to have crafts that were as difficult as the Ala Mhigan sets which I was super proud to have been able to work towards and craft with my own hands. But then the onishi set came down and I was able to make three pieces of the crafting set on day 1 (without buying stormsaps via AH, was tryna minimize spending here). I was shocked like wow, that's it? I didn't even have to use the MaMa rotation. I was fine using a rotation I used for basic materials.

    That being said, I feel like they did this on purpose to get more people into crafting and then, by extension, drown the AH in crafted gear and naturally force drop the prices placed on that gear. Not sure how it worked on smaller servers but I know it crashed the market on legacy servers with high populations. Everyone was making the stuff because it was easy leading to everyone selling it leading to market inflation and lower prices and of course lower profit for us who could've sold these hard to make rare items for millions just like in ARR and HW. That's also part of their "ease of access" for other players who otherwise don't have money but my thing is...the incentive of crafting is to a) make money and b) be self sufficient. We can still make money but not as much as before because of the inflation and ease of access and now the best way to get a lot in one go is to do PVE content so the incentive to continue crafting is starting to go down for people who both craft and enjoy battle content. Especially if this ease of access continues into Shadowbringers. Which I really hope it doesn't.

    And speaking of Shadowbringers, here's to hoping that this supposed Ishgard reconstruction crafting end game meme is actually some serious content for us when 5.0 drops.
    (0)

  4. #44
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    I kind of wish you could custom tailor things more. Right now every equipment craft is just HQ or vendor. My favorite craft systems have included a great deal of lateral customization in the end product which in turn allowed you to craft -very- specific things for specific people.

    This in turn made resource hunting enjoyable, as the very specific things required resources with very specific properties. Entire gameplay sessions could be solely about finding said resources, and in turn made aesthetically bland worlds much more relevant than the hand crafted lovely set pieces that FF14 puts forth. The world was relevant because Iron with the properties you wanted wasn't A) Locked into specific nodes in specific regions and B) Might not even be available at the time.

    Don't want to survey yourself? Well good news - Someone else could

    FF14 and other games like it treat resources as checklist items. FF14's crafting has never been much more than WOW (my own personal earliest reference) crafting with extra steps. It is a level of intimacy between crafter, item, and client that these more modern systems quite clearly lack. The crafting mini game itself is okay, but trivialized heavily by stats and the dirge of people on the open forums providing advice, macros, and stat requirements for certain approaches.

    There is a certain magic to being able to bring in a truck load of resources, dump them into your crafting station, lock the door, tell the world to !@#% off for a few hours, and just see what you can make.

    FF14 in its current iteration and direction will never provide that.
    (2)

  5. #45
    Player
    Windsun33's Avatar
    Join Date
    Jan 2019
    Posts
    106
    Character
    Ying Yei
    World
    Coeurl
    Main Class
    Botanist Lv 80
    I have played many MMO's in the past - EQ, EQ2, WOW, LOTR, Eve Online, a few others. FFXIV has one of the better crafting systems in some ways, but it is pretty mediocre in others. At first glance I was pretty impressed, but as I moved my crafters along and leveled them up - well, not so much. The small number of items that can be made, with little variation except appearance and the same basic stats +a percent of the last one. EQ2 for just one example has recipes for over 600 tables alone, plus another 100+ quested and rare dungeon or raid drops. Not suggesting that VVXIV go that far - with over 5000 furniture recipes it was getting a bit ridiculous. On the other hand crafting in WOW was a sick joke, not worth the effort.
    (0)

  6. #46
    Player
    KaldorN's Avatar
    Join Date
    Apr 2016
    Posts
    9
    Character
    Kaldor Natoth
    World
    Lamia
    Main Class
    Miner Lv 60
    I agree with all the previous sentiments about crafting in SB erring too much on the easy side (loved the Ala Mhigan tool bump), but I understand them being more cautious after the whole Favor debacle in HW.
    My wishlist for DoH would be to have a series of "tool progressions" sorta like how there was in ARR. Keep the other gear craftable for everyone, but require difficult untradable tokens to be made by the player to "upgrade" their tools. It doesn't need to be exactly the same as how we obtained Lucis tools in ARR, but some form of progression that is tied to an individual player's effort and not circumvented by the market board. Some form of DoH "relic tools", I suppose.
    (0)

  7. #47
    Player deadman1204's Avatar
    Join Date
    Feb 2019
    Posts
    285
    Character
    Fransisco Acutus
    World
    Ultros
    Main Class
    Dragoon Lv 90
    I love the system in the game, but the inventory management is well... the worst in any game I've ever seen.
    Storing crap on multiple retainers in hard to search and access ways (you need to load each retainer individually EACH SESSION to know what they have). Its embarrassing for this game to handle its inventory so much worse than games 10+ years older than it does.
    (1)

  8. #48
    Player
    Saix027's Avatar
    Join Date
    Jul 2017
    Posts
    136
    Character
    Ashyra Leyran
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by deadman1204 View Post
    I love the system in the game, but the inventory management is well... the worst in any game I've ever seen.
    Storing crap on multiple retainers in hard to search and access ways (you need to load each retainer individually EACH SESSION to know what they have). Its embarrassing for this game to handle its inventory so much worse than games 10+ years older than it does.
    We need a inventory like GW2 has with the amount we have by now, but then they won't sell retainer subs as much anymore which i call slightly greedy on them to make you pay a sub for inventory space instead of straight upgrades you buy to unlock at best.
    (0)

  9. #49
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    I was just thinking...

    What if crafting became about our skills forcing conditions rather than RNG hoping we happen to get Good/Excellent proc?

    Like if we had stuff like "Condition becomes Good/Excellent after X steps" with X being a value that scales down with our crafting skills (Rather than up to ridiculous levels as with Makers Mark) potentially with caveats (Such as the Excellent variant having reduced action success while working towards it) as well as skills that can take additional steps off the value (Sort of like the reverse of how we buff the stacks of Inner Quiet)?

    So as to reduce RNG but still keep gearing up as a way to improve crafting capabilities (Also, make us not end up having to Makers Mark for 200+ steps in future content >.>)
    (0)

  10. #50
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,824
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Pictomancer Lv 100
    Nope not with all the rng. When says have 90% chance not failing and fail 5 times in a row that's way to much rng. Don't even want know how hard 5.0 recipes is going to be.
    (0)

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