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  1. #51
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I think that crafters should be able to create awesome and powerful gear, even sell able gear. It just all requires the right amount of work in and out (like all content).

    I support the idea of powerful crafters so long as crafters are not the only solution to a successful gear set.

    However @ materia, it shouldn't be used as 100% as the materia system is not (no 100% chance usage unless that is how the system is developed overall otherwise it is a inconsistency).

    Though obviously you've seen my thread on that topic.

    Btw, fun intro you have there :P
    (1)
    Last edited by Shougun; 11-18-2012 at 05:02 PM.

  2. #52
    Player
    Sakasa's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    405
    Character
    Sakasa Kuro
    World
    Balmung
    Main Class
    Armorer Lv 58
    Quote Originally Posted by Shougun View Post
    I think that crafters should be able to create awesome and powerful gear, even sell able gear. It just all requires the right amount of work in and out (like all content).

    I support the idea of powerful crafters so long as crafters are not the only solution to a successful gear set.

    However @ materia, it shouldn't be used as 100% as the materia system is not (no 100% chance usage unless that is how the system is developed overall otherwise it is a inconsistency).

    Though obviously you've seen my thread on that topic.

    Btw, fun intro you have there :P
    Well with the new CP point system it might be harder to get crafts higher level then you to hq. The burn as much durability as you can then auto complete won't work as well since as we saw in the producer vid the progress increase abilites eat up a huge chunk of CP. Our little knowledge of the crafting system is influenced by our assumptions from 1.0.

    On the subject at hand though eventually crafting is the final front that required for good gear normally specifically for certain class. Then the game design adds more drops and so on. It is a life cycle so I am not worried. Wouldn't be surprised if the relic upgrades require a crafter on some level or another.
    (0)
    Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>

  3. #53
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    I would have to agree to making something like this U/U. Though as a crafter, I would love to see stronger tradable gear. Just not this in particular.
    (0)

  4. #54
    Player

    Join Date
    Nov 2012
    Posts
    7
    Just to add my 2 cents:

    For my concern, there are enough powerful weapons in game, that need big investment. This can be discussed over and over, but that's not my point.

    My point is: making some "AF" for crafters, as they are considered like any job.
    Materials to craft AF could be gathered from dungeons, then a craft to get your AF (difficulty similar to normal AF).
    Or we can think about some "relic journey for crafter cloth": Gathering ingredients, crafting U/U cloth, that isn't equipable, or is with no stats on it. To make it something that need lots of time and work, an idea would be:
    1: Gather one ingredient from dungeon (either U/U or Not tradable, depending on difficulty wanted)
    2: Craft a version without stats or not equipable
    3: need the rewarded weapon (the 5k craft reward) to craft furthers steps
    4: for feet and hands, need a successful 3rd time melded (tiers IV), head and legs 4 meld and body need 5 meld
    5: Trade to NPC and get final "cloth relic".
    (PS: great chance to force ppl to use the materia that are almost never sold)

    Meaning to get successful on a 5 meld to get body would be as difficult that beat ifrit and garuda extreme. Getting full set would be as long, or even more than relic, due to the break ratio. And it would be something that crafters (or at least me) would be proud to show.

    This is just a basic idea, feel free to tell me what you think about it.
    (0)
    Last edited by Delgah; 11-18-2012 at 11:50 PM.

  5. #55
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by AmyNeudaiz View Post
    I would have to agree to making something like this U/U. Though as a crafter, I would love to see stronger tradable gear. Just not this in particular.
    Hopefully with improvements to the meteria system, this will already be possible with the current systems. What I'm really referring to creating would actually be the apex of what one could do with this system through a different, more certain method that trades some of the RNG systems players universally hate, with a more gradual effort/reward system.
    (0)

  6. #56
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Delgah View Post
    Just to add my 2 cents:

    For my concern, there are enough powerful weapons in game, that need big investment. This can be discussed over and over, but that's not my point.
    It is, however, the point of the thread. This is what we would call a tangent. Customizable weapons and armor through the Magnus Opum system would be, by design, separate from the AF structure.
    My point is: making some "AF" for crafters, as they are considered like any job.

    [...]

    This is just a basic idea, feel free to tell me what you think about it.
    I've good news for you. Artifiact Armor for Crafting jobs has already been confirmed.

    As far as creating artifact armor through crafting (For DoW/M classes and jobs) I'd have to say that there's really no need for it, especially if there is a Magnum Opus system. You'd essentially already have that in place and it would just be a question of aesthetics.

    Just to clarify again here, Magnus Opum isn't limited to just weapons, the idea can spread to armor too, though a great deal of control would have to be implemented for them not to totally usurp quested/crafted/found items.
    (0)

  7. #57
    Player

    Join Date
    Nov 2012
    Posts
    7
    I didnt understand the thread that way.
    And good news indeed!
    (0)

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