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  1. #1
    Player
    Kaliban's Avatar
    Join Date
    Aug 2013
    Posts
    23
    Character
    Kaliban Grey
    World
    Gilgamesh
    Main Class
    Marauder Lv 41
    1. I think this would be better really. Though FFXI had HQ versions of food (Mithkabobs--> Chiefkabobs) but they lasted longer, typically double the time

    2. I completely agree. There is really no reason for most crafters to take up the trade. You can make money with niche or endgame accessories but that is largely a crap aspect of a crafting system imho. I think if they began re-instituting extra stats aside from materia (increased counter-attack %, evasion, etc) it would HELP crafting. I think it was in during 1.0 so the precedent is there.

    3. This would work best if tied into #2. WoW did this with certain kinds of leatherworker and FFXI did it somewhat in that you could get the Key Item to be able to make sushi, anima, or ensorcellment of other things.

    4. While this would be nice the way the game is set up it would be difficult to pull off and be worth the effort I think.

    I loved FFXI, still do really, but this is not FFXI and I think we all know and accept that. That being said, it is asinine to not utilize things that worked form that game or others. I personally wish they could make crafting as viable as it was pre-NGE Star Wars Galaxies. I hope they show crafting love. A lot of love. Balance them with respect to the rest of the game. But the above I personally think would go a long way towards making them both relevant and more enjoyable.
    (1)

  2. #2
    Player
    roohan's Avatar
    Join Date
    Sep 2013
    Posts
    49
    Character
    Portfolio Moa
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 33
    For me it is this:

    1: Increase the XP-Gain for gathering classes, so the market is not flooded with items. I mean Gatherers collect alot of stuff just to level up. Crafting classes don't need that much materials to level up.

    2 :Let crafting and gathering classes unlock guild leves. I'm stuck at my Botanist at level 37 now because my BLM is not high enough to unlock new leves. I don't want to get forced to level my BLM first.

    4: Make the game more dependent on crafters. I mean you get Gear for free when you're doing quests. Buying gear from NPC's is way to cheap. I could imagine lots of ways to make crafting more viable but thats not my part.

    5: Gatheres and Crafters should really have more quests. But I guess that's something the development team doesn't have in mind. It might have a very low priority.

    6: GP really need to get adjusted. It's boring as gatherer to use skills and the GP recovery is damn slow especially when the good skills cost almost all GP you have.
    (2)

  3. #3
    Player
    Anderian's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    67
    Character
    Anderian Ashald
    World
    Odin
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Kaliban View Post
    FFXI had HQ versions of food (Mithkabobs--> Chiefkabobs) but they lasted longer, typically double the time
    I completely forgot that FFXI had HQ foods. O_O
    Well, XIV crafting system is more simplistic anyway, in regards to HQ, there are no HQ2s, HQ3s or HQ4s, for one. HQs seem to be a binary system; either a recipe has a HQ (most of items) or they don't (dyes for example).

    And I know I didn't outright say it, but obviously my hope would be that all of my suggested changes would be implemented in some form. Doing just one or few of them is basically damage control, it won't keep crafter-oriented players like myself playing. Whether or not crafter/gatherer content is difficult to pull of, it needs to happen. Otherwise, what in Byregot's name was the point of making the crafting professions actual classes in the first place?

    Quote Originally Posted by roohan View Post
    For me it is this:

    1: Increase the XP-Gain for gathering classes, so the market is not flooded with items. I mean Gatherers collect alot of stuff just to level up. Crafting classes don't need that much materials to level up.

    2 :Let crafting and gathering classes unlock guild leves. I'm stuck at my Botanist at level 37 now because my BLM is not high enough to unlock new leves. I don't want to get forced to level my BLM first.

    4: Make the game more dependent on crafters. I mean you get Gear for free when you're doing quests. Buying gear from NPC's is way to cheap. I could imagine lots of ways to make crafting more viable but thats not my part.

    5: Gatheres and Crafters should really have more quests. But I guess that's something the development team doesn't have in mind. It might have a very low priority.

    6: GP really need to get adjusted. It's boring as gatherer to use skills and the GP recovery is damn slow especially when the good skills cost almost all GP you have.
    In regards to making crafting actually more relevant (which obviously is my goal with the suggested changes), I think the best short-term solution they could do right now is just flat-out remove all gear and material vendors from the game. I know that sounds harsh, but if you think about it, that would generate actual synergy between combat, gathering and crafting classes, and make even low-end gear something that people would buy.
    (2)
    Last edited by Anderian; 10-02-2013 at 08:29 AM.