Quote Originally Posted by Teknoman View Post
Supposed to have danger added via roaming beast tribes among other things soon...but not sure if that'll be added in 1.18. Really hope so though, along with more enemy diversity in the surrounding areas.



Eh the weather is usually pretty normal in FF titles...aside from a killer mist here and there.
What I mean is how to put crafters and gatherers and fighters together, not seperate them on a production streamline kinda system. When I say carp rain it doesn't have to be animation dropping carps, but could be something like

It's raining, fisherman A use dowse and surprised to find out there are 50 grade 1 sources around instead of 3 or 4, he knows this is a carp rain, but carp rain normally would attract carp hunger beasties. Luckily he found a battle team around so they group together. fisherman leads his new friends to the spot and fishing while his friends kill NMs and enjoy the loot.

SE try to make gatherer or crafter a fulfilled job but might feel it's too hard to do and leave them unfinished. To make up for this they introduce the flexbile job system, but from that trading system you can see they did expect to have some full time gatherers or crafters or even some players being a merchant, because only they can handle a complicated system like that. When the game is not welcomed at start, they didn't try to improve the game to make it more fun but try to settle it with fixing it back to old ff11 way and killing some new ideas. I'm not the one to judge but yah let's see how 1.18 turns out