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  1. #81
    Player
    emblasochist's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    5
    Character
    Khit Hammerhands
    World
    Hyperion
    Main Class
    Miner Lv 50
    I'm really not happy about that either. I joined 1.0 knowing that I could quite realistically be a main job miner and that appealed greatly to me. When ARR was introduced, I had understood that you still needed to be at least 1 level 50 war or magic class, but that wasn't a big gripe. But as I play further and further into the endgame, it's becoming more and more apparent that crafting and gathering is not all all considered to be as important to the world our characters exist in, which is really depressing me.
    (10)

  2. #82
    Player
    Billzey's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Sakura Ephemera
    World
    Brynhildr
    Main Class
    Archer Lv 60
    Why introduce new crafting recipes if they are just going to be as useless as they are currently? That doesn't make any sense to me. Crafting needs to have some vital, key word: vital, role in endgame gear, or it's worthless. For example, crafted gear should be BiS in a few situations, and then dungeon gear can fill in the rest. There's no reason why dungeon gear needs to be the BiS for everything.

    As a follow-up note, introducing furniture recipes is really a pretty laughable "fix"--if that's even what it's supposed to be. I didn't level all crafts to 50 to make furniture for some house I hardly care about. I leveled my crafts to ultimately improve my character with easy melds, spiritbond gear, and HQ accessories. Making gil is just another way for me to improve my character, and, to be honest, it's much more profitable to convert gear into materia than to craft gear.
    (6)

  3. #83
    Player

    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    42
    Quote Originally Posted by Alhanelem View Post
    The problem with this logic is the simple fact that most people would be buying/making this gear in order to make it easier for them to participate in the game's toughest battles... not to skip doing them entirely.
    And the problem with that logic is that buying the gear beforehand would trivialize the content. And SE would have to prepare for that, so the content would have to be tuned even higher, since they'll expect you to gear yourself first. Again, crafters would be one or two steps behind the difficulty curve of said encounters.
    (0)
    www.SpikeFlailXIV.com
    [ HARDCORE ][ ENDGAME ][ PROGRESSION ]

  4. #84
    Player
    Xenobius's Avatar
    Join Date
    Mar 2011
    Posts
    108
    Character
    Drak Thar
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    This would, in turn, lead to more players choosing to purchase gil, creating a vicious cycle that would feed further RMT abuse.
    How about a simple solution: Introduce top item level, craftable gear that requires Coil drops and is Bind on Pickup, i.e. only usable by the crafter himself?
    It wouldn't hurt the balance in any way, but it would give a LOT of incentive to level crafters, especially since Allagan/Mythology gear cannot be dyed/customized in any way.
    Simple, no?
    (4)

  5. #85
    Player
    Hybris-Maenad's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Hybris Maenad
    World
    Exodus
    Main Class
    Archer Lv 50
    Quote Originally Posted by Naoki_Yoshida View Post
    Were the highest-item-level gear made craftable and available for purchase, it’s easy to foresee a problematic situation where RMT abusers would:
    • Overrun instances for item farming (monopolizing materials)
    • Buy high-item-level gear at excessive prices to drive up value (market manipulation)
    • More persistently solicit RMT gil purchases from players (increased spamming)
    This would, in turn, lead to more players choosing to purchase gil, creating a vicious cycle that would feed further RMT abuse.

    Couldn't all of this be avoided by giving any potential lv.70+ crafted gear an "untradable/unsellable" status?

    I think it would be a great way to entice more people to invest their time into crafting and reward players that put in all the hours and effort of leveling the various crafting classes.

    Perhaps the creation of crafting items for purchase with mythology tomes would also help even out this situation.
    (5)

  6. #86
    Player
    Drakzen1's Avatar
    Join Date
    Sep 2013
    Posts
    149
    Character
    Lynx Yamaneko
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Atleast we know how se feels about crafting...smh wish i didnt waste all this time..
    (8)

  7. #87
    Player
    Klutz64's Avatar
    Join Date
    Aug 2012
    Posts
    138
    Character
    Alma Wyndsong
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by FyeyaHerald View Post
    I personally just want to see some sort of crafting mastery system implemented that forces players to, for the highest tier of crafts, only be able to do one profession.

    Because currently, on my server, the players who have all crafting professions maxed have absolutely invalidated the markets and competition. There needs to be some forced interaction between crafters to make the community and markets actually function.
    I can't like this post enough. It's cool that folks can get all crafting classes way up there if they want to put in the effort, but I think there should be some kind of specialization system that promotes trading and competition.
    (0)

  8. #88
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Alhanelem View Post
    The problem with this logic is the simple fact that most people would be buying/making this gear in order to make it easier for them to participate in the game's toughest battles... not to skip doing them entirely.
    You mean just like we are doing now, but with tomes? You can easily get most BiS stuff from tomes for some jobs.

    Beside, XI had tons of craftable items good in endgame and it wasn't a problem.
    (2)

  9. #89
    Player
    Umero's Avatar
    Join Date
    Aug 2011
    Posts
    283
    Character
    Mero Mero
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    the way the game is heading toward makes gil worthless... unless they can focus more on supplement like foods, temporary effect on gear that done by enchantment and stuff

    like, you have to eat food every game day or else your character may fumble and lose control occasionally. Boost the buff effects on potions, make enchantment to gear by paying crafters to enhance gear stats temporary (like last 3 or 4 real-time days I mean) that way, it can make crafting and gil more worthwhile for this game.

    pay for cosmetics that can alter the appearances of your characters or gear you wear would be nice too, as the fact it won't have impact to battle systems.
    (0)

  10. #90
    Player
    Hybris-Maenad's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Hybris Maenad
    World
    Exodus
    Main Class
    Archer Lv 50
    Another idea for the implementation of higher level crafted gear would be to include crafting "job" classes obtainable by equipping a crystal earned by getting a warrior class to lv.50.

    While making the specific classes recipes appear, it could also raise the crafters stats and restrict it's cross-class skills thus raising the difficulty bar in getting high-quality results.

    'with untradable, unsellable results this would create quite a challenge for players that would otherwise only log on once a week to run through coil.
    (0)

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