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  1. #1
    Player
    Applekrumble's Avatar
    Join Date
    Sep 2013
    Posts
    21
    Character
    Ehlenn Casvail
    World
    Cactuar
    Main Class
    Lancer Lv 50
    I'm not keen on just 'settling' for housing crafting - as experienced in another game where furniture were prevalent (LOTRO), it's pretty much a waste of time decorating your home when you usually won't be receiving visitors. Sure, for the first two months you'd probably have a bunch of people coming and going but eventually everyone's just gonna be busy doing the same thing; dungeon runs, coiling and farming for other junk - and hardly stopping by at their own house/friend's.

    "Looking ahead to Patch 2.2, crafters will be able to alter gear designs using a “template” system (official name TBD), giving them yet another role in creating desirable gear. " - This would be much more appropriate given that players are more likely to flaunt about in their appearances VS having static junk back home.

    On that note; is that "template" system to override the "Vanity Slot"s that were being discussed in the forum and confirmed by a mod?
    (3)
    Last edited by Applekrumble; 11-21-2013 at 08:19 PM.

  2. #2
    Player
    Barthezz's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2
    Character
    Barthezz Azazel
    World
    Sargatanas
    Main Class
    Weaver Lv 50
    Why not alternate ilvls between crafted and dropped gear? As an example, iLVL60 crafted, iLVL 70 dropped/tome purchase, iLVL 80 crafted, ilvl90 dropped/tome purchase etc this might give a good enough gap, forcing people to purchase some gear to attempt the next level dungeon?, and perhaps after a big patch or 2 have said missing slots filled (by offerring craftable alternatives to iLVL gear that is droppable, and droppable gear for previously non droppable iLVL), and always having the highest/best gear be droppable/tome purchase, but at the same time requiring at least a few iLVL gears from the lower tear (craftable) to increase the proficiency of the player while working on getting the best gear from the hardest dungeon, while also not making it a must have requirement to attempt the highest dungeon as to not force people to feel pressured to purchase the best gear.
    (0)

  3. #3
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    My friend and I held a talk about the crafting of two-star items and compared them with time invested, usage, risk and effort along side the other equipment within the game. Crafted gear vs time and effort for the average player feels far to skewed in the upper end by costs. As it is now we have to buy multiple tombstone based items which add up to double the dungeon runs in costs vs a piece of darklight armor. We then either have to gather the materials in high quality to ensure high quality. Then we have to find a crafter capable of high qualitying said piece and even then its a risk of failure or a normal quality outcome, and then comes the materia costs.

    Crafter gear doesn't have to be on par to Coils or myth token armor, a middle ground is plenty.

    1) Increase two-star synth equipment to item level 75 or 80 and give them a stat boost.
    2) Keep them the same levels, but decrease the costs of tombstone purchases to balance with the time and money invested.
    (5)
    Last edited by Aylis; 11-22-2013 at 01:36 AM.

  4. #4
    Player
    Keno's Avatar
    Join Date
    Mar 2011
    Posts
    3
    Character
    Elan Yammy
    World
    Balmung
    Main Class
    Alchemist Lv 50
    So that means we shouldn't waste our time crafting it useless and they wonder why the company going bankrupt
    (5)

  5. #5
    Player
    Ranzan's Avatar
    Join Date
    Aug 2013
    Posts
    366
    Character
    Kheima Rayne
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    @Arale And... that will kill the whole self sufficient part of leveling all crafts. Then basically you shouldn't had level them all if you only can be good at 1.
    (3)

  6. #6
    Player
    Mortechai's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    196
    Character
    Mortechai Voidwatcher
    World
    Behemoth
    Main Class
    Gladiator Lv 68
    I'd love for crafting to be relevant in the game Yoshi, I really would. But why should I bother with crafting when I have to worry about having my account stripped by over-zealous RMT witch hunting practices because I can HQ things and sell them on the market boards. Afraid to sell anything at all TBH. I'd rather make my own food and have repair/teleporting money come from the gil in AK/WP each week and stay dirt poor, than sell my HQ's on the market boards and risk getting my account locked and stripped. so IMO, until SE changes their practices to stop hurting honest players in an attempt to kill some RMT here and there, crafting and gathering to sell will remain irrelevant to me.
    (1)
    I have within me the blood of legends!

  7. #7
    Player
    Uveck's Avatar
    Join Date
    Jul 2012
    Posts
    54
    Character
    Uveck Lord
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    Like others have said here, please implement a way to craft items for other players, with items dropped inside end game dungeons, in a similar fashion to materia meld requests and then have these items be un-tradeable.

    I really like crafting in this game, I just hate that it's held back by the development team. I would like to make the best gear and wear it for myself. I don't need to sell it. There's nothing like going to war with a blade you slaved over crafting yourself.
    (3)

  8. #8
    Player
    Cromstar's Avatar
    Join Date
    Mar 2011
    Location
    Palamecia
    Posts
    8
    Character
    Cromstar Kronos
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Crafting and High-Level Items
    FFXIV: A Realm Reborn Producer and Director Yoshi-P here with a few thoughts on crafting and high-level items.

    Preserving the Appeal of Dungeons
    While there are a variety of ways to enjoy FFXIV, the desire to become powerful is a great motivator for many players. In particular, the impressive weapons and armor obtainable by triumphing in high-level PvE encounters attract many players to take on these challenges.
    If the same items were made craftable, some players might find it easier to save up their gil, robbing them of this motivation to undertake the game’s toughest battles.

    I realize this is a worst-case scenario. In a perfect world, it would simply be another option, and players would have the choice of either fighting or saving money to obtain their desired gear. Unfortunately, this remains a concern.
    I agree with Yoshida that the desire to become Powerful is a Great Motivator. Lets stop there, become Powerful to what end? Not to walk arround in the cities or pick up flowers on the meadows. The desire to become powerful = To defeat Big Bad and Difficult Monsters. And in FFXIV the Big and Mean are in the Instanced Dungeons. Far from discouraging players from entering those Dungeons, availability of High Level Gear will encourage more players to enter those Dungeons.
    Now I ask this? What is going to be the "Great Motivator" for us crafters? We pay the same monthly fee as everyone else. Why we have to be diminished or trivialized, so DoM and DoW can get "enhanced Dungeons?
    I agree that RMT are a problem, I don't have the time to be reporting each /tell I get selling me gil. I do what most people do, /blist them. Currently I have 96/200 on my /blist. And Every now and then, one or 2 may appear as (Deleted), but the vast majority remains. This means SE need to be more "efficient" deleting these RMTs.
    I really love this game, but this "Strategy" do deal with RMTs is seriously harming my Gaming Experience. Not fun to become a End of Game crafter to make Mediocre Gear.
    (10)
    Last edited by Cromstar; 11-23-2013 at 07:35 AM. Reason: Forgot something

  9. #9
    Player

    Join Date
    Aug 2013
    Posts
    1,176
    Quote Originally Posted by Cromstar View Post
    What is going to be the "Great Motivator" for us crafters?
    So far it's gil and it's a pretty big motivator! lol
    (1)

  10. #10
    Player
    Arale's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    298
    Character
    Aylaine Gray
    World
    Midgardsormr
    Main Class
    White Mage Lv 80
    Quote Originally Posted by scarebearz View Post
    So far it's gil and it's a pretty big motivator! lol
    Gil is pretty useless in my opinion. As a 8x50 player, It's just there to help people in my FC who still need it. Anything relevant in this game pretty much comes from dungeon grinding, which is wrong. I wish we could craft ilvl80 or 85 items via Coil 'Bind on Aquire' materials that had say double or 30% more requirements then a 2 star synth currently does. Basically, give crafters and players more choices whilew also making those choices relevant in difficulty to the end gamke that DoW/DoM's face. This avoids RMT, makes players work for the best gear still (Coil based drops) AND avoids RMT. There you go Yoshi, I just offered you a way to make crafting mean something again and avoided the RMT that you so rightfully fear.
    (1)

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