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.


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.
Finally my struggles with this system paid off. RAWR Made a rotation all my own![]()
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!!
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.


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
“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

Well done all of youThank 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
Last edited by Ethelwind; 02-27-2020 at 06:56 AM.
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).
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Thank you Caimie and all the others for the ideas and the activity in creating the 'threads'.


