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  1. #41
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    Less crafting buttons, less materials required to craft item. More over dramatic crafting animations/noises.
    Limit break crafting skill with special move for each class.
    (0)

  2. #42
    Player
    Nandrolone's Avatar
    Join Date
    Nov 2019
    Posts
    224
    Character
    Kyara Nemura
    World
    Raiden
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by LalafellDown View Post
    Less crafting buttons, less materials required to craft item. More over dramatic crafting animations/noises.
    Limit break crafting skill with special move for each class.
    Everything you suggested just makes crafting easier, though...except the longer animation one. I could see that making macros take slight longer. Instead of wait.3 it could be wait.5. But anyways, not really the purpose of this thread.
    (3)

  3. #43
    Player
    PeanutJellyfish's Avatar
    Join Date
    Feb 2020
    Posts
    2
    Character
    Cat Facts
    World
    Famfrit
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by LalafellDown View Post
    Less crafting buttons, less materials required to craft item.
    Hard no on that. It’s easy enough.
    (5)

  4. #44
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,500
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Finally my struggles with this system paid off. RAWR Made a rotation all my own
    (1)
    Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!

  5. #45
    Player
    lordmalroth's Avatar
    Join Date
    Aug 2013
    Posts
    5
    Character
    Haggar Khajiit
    World
    Behemoth
    Main Class
    Archer Lv 80
    I didn't go reading through 50+ posts here, sorry if anything I state has already been stated...


    I think the main problem is that given a couple stats, we know precisely the result of every action done in crafting. As much as I don't like RNG, what if the result of actions wasn't a set amount? As an example, instead of knowing a basic touch would do 1000 quality with your stats, it did somewhere between 800-1200. Also have the same concept for progress. Don't ever mess with the success rate though, that should always remain at 100%.



    Regarding conditions, instead of the very simplistic good, excellent, poor conditions we now have, we have good, excellent, bad, poor... but the result of those conditions was random? As an example, good could be in the range of 10-30% buff (bad would be 10-30% penalty), and excellent could be 40-70% buff (poor would be 40-70% penalty)? I'd suggest good and bad could occur a little more often than good currently occurs in the system, both with equal chance of happening. excellent would be similar to current, with poor also matching the rate (and not automatically following excellent).



    I'd have to think these concepts would shut down macros for top end crafting, especially if the progress/quality needed depended on usage of "stronger" abilities relating to item conditions, or repeated low end results from actions. A couple abilities could be reworked to be costly but give guaranteed high end results.



    Later or tomorrow I may add another post regarding craft gear/progression.
    (0)

  6. #46
    Player
    Caimie_Tsukino's Avatar
    Join Date
    Feb 2014
    Posts
    1,148
    Character
    Caimie Tsukino
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Thank you everyone for your comments. The letter/megathread has been posted on this forum yesterday.
    http://forum.square-enix.com/ffxiv/t...-Megathread%29
    (1)

    “The best crafter is not the one with the best stats, but the one who makes the best use of one’s stats” – By Caimie Tsukino

  7. #47
    Player
    Ethelwind's Avatar
    Join Date
    Nov 2019
    Posts
    15
    Character
    Ethelwind Alandriel
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    Well done all of you Thank you Caimie and all the others for the ideas and the activity in creating the 'threads'.

    Just about everything has been stated for things I would enjoy.
    Personally the 'gil' argument is irrelevant for me, giving me goodies which allow me to show I've enjoyed spending most of my time crafting is much better (account-bound) --> Glowing Tools resp. effects i can put on gear / Aprons / A forge i can put into apartment / house which gives me a 5% bonus to a stat those would be great.

    While I don't have the time as I used too, i personally wouldn't mind some of these ideas.

    1. A 3rd tier of items which are Expert/Grandmaster. They require all HQ mats.
    At the current gear rate without food but overmelding everything except tools its around 2500, imho they should be around 80-90k vs. the 35k they are now. Pre-combines should be much lower, maybe 45-55k.
    --> An excellent, innovation, great strides, IQ11 hit is around is like 60k at those stats resp. 68k with food, add in full HQ mats and you're at around 75k. Add in all the actions another 15k = 90k
    - They give a use for HQ mats again
    - They can use a large number of HQ mats as further HQ mat sink, e.g. 20 mats total vs. the 8-10 we see currently.

    2. Provide some required (soulbound) mats that can only be received in limited amounts by crafting , similar to how phantasmagories can be exchanged by every player to get some of the crafting mats.

    This would:
    - limit overall availability, due to limit on resource coming directly from a crafter
    - create a mat sink --> Imagine if you had to craft 6 neo-ishgardian to get 1 token and only could get 2 max. per week --> 1-2 items per week
    - implicit value due to rarity
    - possible for all crafters, someone that is really hardcore could do this on 1st day of week, someone else would require 3 weeks
    - add a 3rd guaranteed materia slot (= reward)

    3. Relegate top tier recipes downwards every (second?) time a new 'tier' is added, eg. they go down from 90k back to 45k making it achievable for everyone and not just for the crafters who play for the crafting part.
    --> A fresh 80 with facet gear, guaranteed slots melded and min. stats can hit 25k with all NQ items every time.

    PS. Maybe some numbers are off, top of my head i hit 15k-ish byregot without food and effects
    (1)
    Last edited by Ethelwind; 02-27-2020 at 06:56 AM.

  8. #48
    Player
    Plastics's Avatar
    Join Date
    Apr 2019
    Posts
    69
    Character
    Plastic Spork
    World
    Zalera
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Nezerius View Post
    Reclaim, which has been in the game since the release of ARR, wasn't really an issue until they added Reuse.
    Reuse as a concept isn't the problem. You could definitely do something like add Reuse as a passive trait. The issue that I raised with it back when we were first destroying markets with the Reclaim/Reuse loop is that Reuse is a use-on-proc skill, so you can tell if you're getting the 30% chance before you finish the craft, allowing you to Reclaim then fail if it didn't proc. All it needed to do was require 100% quality, cost 60 CP, and grant you a buff which was consumed upon craft completion that had a 30% chance to refund some mats. I don't mind that effect, so long as it's implemented properly (and it rewarded people for actually having 60 CP to spare).
    (2)

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