Heard it from the man himself. If you're looking to craft your own high level gear, go play somewhere else. Well that's a nice kick in the crotch. Maybe I'll be able to craft ilvl 90 gear in 2.4 when it's useless.
Heard it from the man himself. If you're looking to craft your own high level gear, go play somewhere else. Well that's a nice kick in the crotch. Maybe I'll be able to craft ilvl 90 gear in 2.4 when it's useless.
It's actually funny how crafters are considered "classes" and require gear, materia and/or buff food, but produce only mediocre gear and consumables and have no place in endgame, just like in every other plain cloned MMO out there. Why bother then, just make crafting (and gathering, while you're at it) a skill you learn as a DoW/DoM and be done with it. No point in calling something a class if it doesn't serve any purpose.



But crafters can make the best crafting/gathering gear.It's actually funny how crafters are considered "classes" and require gear, materia and/or buff food, but produce only mediocre gear and consumables and have no place in endgame, just like in every other plain cloned MMO out there. Why bother then, just make crafting (and gathering, while you're at it) a skill you learn as a DoW/DoM and be done with it. No point in calling something a class if it doesn't serve any purpose.
I agree it should interact with DoW/DoM more, but the fact that crafters mostly interact with other crafters/gathers lends itself to crafting/gathering being it's own thing outside of the battle classes.
So that doesn't really follow.
You're saying it doesn't deserve to be its own class because it's not serving the battle classes well yet finds its own niche within itself.
Um...what?
That said, I hope it does start being more useful for battle classes. Just saying, as it is...it really is its own thing. Not just a means to an end for the battle classes.
Commissions would be a great addition.What could be great here is if, instead, a more thorough commission system could be implemented in game.
The idea is, one player provides the components and a possible fee or item trade, allowing the crafter to craft the item and receive the fee/item(s) upon success, while allowing the result to go to the component provider. (Failure should be tied to the normal result.) Given how people are, you would probably need to put in separate fee/reward slots for normal and High Quality results. I don't know how complicated that would be to implement, but you've already got something VERY similar with the "Request Meld" option people have. This completely skirts around the problem of RMT farming for components if both key components and the end result are untradeable. Of course, it does absolutely nothing for people selling runs, but that seems to be something that's considered an unavoidable evil so far.
GW2 had a market board where you could sell things at your own price or you look at requests where people say they'll pay a certain amount for X items.
Doing it even further to be like request meld would be great, but I would like something on a larger scale.
Maybe something like a job board where you can request items. If you take up the job, you might be able to trade it through a system similar to the request meld.
I don't know how hard it would be either, but hopefully you won't need to be standing next to the person for each job you take up. Though it'd be nice if there was some interaction between the client and crafter.
I think that's a great direction since crafting high end gear is pretty niche, might as well make it snazzy and streamlined or people just will continue not to bother.
Last edited by Allyrion; 11-21-2013 at 02:19 PM.
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