

I guess it depends on your point of view.
Carpenters deal with anything made of wood. That's pretty darn general. Shipwrights use wood to build ships. So they need to have some skill as a Carpenter.
But if you ask a Shipwright Job to make a bundle of arrows, he may be able to pull it off, but it may take him twice as long using up twice the amount of materials ... and it certainly won't be HQ.
The way I see it (i.e. my opinion), Crafting Training like Fletchery, Bonecarving, and Nailcasting are all designed to help the crafter make physically small things. Things that are no larger than a person. These are things that a solo crafter can handle.
Crafting Jobs should be designed to help the crafter craft BIG things. Things larger than a person. And things that require more than one crafter to make. Boats, buildings, airships, roads, tunnels, seige engines, etc, could all have Jobs that help construct them.
Have you ever been to a doctor?I guess it depends on your point of view.
Carpenters deal with anything made of wood. That's pretty darn general. Shipwrights use wood to build ships. So they need to have some skill as a Carpenter.
But if you ask a Shipwright Job to make a bundle of arrows, he may be able to pull it off, but it may take him twice as long using up twice the amount of materials ... and it certainly won't be HQ.
The way I see it (i.e. my opinion), Crafting Training like Fletchery, Bonecarving, and Nailcasting are all designed to help the crafter make physically small things. Things that are no larger than a person. These are things that a solo crafter can handle.
Crafting Jobs should be designed to help the crafter craft BIG things. Things larger than a person. And things that require more than one crafter to make. Boats, buildings, airships, roads, tunnels, seige engines, etc, could all have Jobs that help construct them.
See you have your general doctor that assesses how you're doing, then you have your specialized doctors that tell you the specifics (there's a doctor position for almost every single organ inside the human body, the most specialized such as a heart doctor or a head doctor, they're specialized because they are doctors of something specific, that they don't work any other part; same thing here).
I'm not disagreeing with the sentiments of more crafting classes as I am about your terminology.


Except doctors are all trained in the basics of their craft. Every doctor had to disect a dead body. Every doctor had to learn how to deliver a baby, etc. They may have specialized afterwards, but they are still capable of performing their basic duties.Have you ever been to a doctor?
See you have your general doctor that assesses how you're doing, then you have your specialized doctors that tell you the specifics (there's a doctor position for almost every single organ inside the human body, the most specialized such as a heart doctor or a head doctor, they're specialized because they are doctors of something specific, that they don't work any other part; same thing here).
I'm not disagreeing with the sentiments of more crafting classes as I am about your terminology.
You need demand before you make supply.

What people find unappealing in FFXIV imo is mostly related to DoW and DoM and the bland battle system. DoH and DoL seem implemented well enough, they're fun to play, in my experience, and seem to have been more thought out than most crafting/gathering systems you see in other MMORPGs. The Job System is going to be built on top of the existing Class System and cater to those who have been craving for more class differentiation, and strategy in combat. DoH don't have this issue, so at least for now, I don't see them fixing something that isn't broken, by most people's standards.
Though group crafting and the making of actual visible changes in the world, be it ships, airships, infrastructures or any kind of mechanized mount, maybe even something like an instanced besiege sort of things where crafters had to fix damage made by monsters while DoW and DoM fought them off would be a great idea to implement in my book, I would totally be on board with it.
Then how about the inverse of the combats class/job ideas. Make multiple crafts into one job. So if the possibility of group crafting comes about in the future and something like a ship(that would make sense to involve almost every craft) that you wouldn't need a relatively large group of high level crafters, which would be seemingly difficult to put together. If just a couple people had 2 or 3 crafts under one job they could take care of it in a much simpler fashion. Idk, I just had and idea and wondered what everyones thoughts were. I wasn't voicing my dissatisfaction and asking for something to be implemented. Don't get your undies all up in a bunch. Haha


Most people did not make money in FFXI through consumables, some did, but that was really chump change compared to other large sellables like Haubergeon +1 which sold for around a 4million profit, or a HQ elemental staff which use to sell for 1.2-1.8million profit. Where a HQ of food/Ammo would sell for a 10-20k profit usually although a bit faster. In all crafts NQ stuff was sold for a loss.
FFXI had rare/ex drops that made crafting gear worthless yes, but they where hard as crap to get... time wise. Such as that 4million gil body was worthless compared to a Adaberk from Nid. All Weapons where worthless compared to relics, except HQ staffs, half the AF outclasses all crafted gear.
FFXI had 4 things that kept crafting highly profitable through 8yrs
1) The Time constraints of getting the top rare/ex gear stopped alot of people from getting it so they relyed on the HQ crafed gear.
2) Crafting was harder to level... in FFXIV it is time consuming but anyone can do it, in XI it costed 100s of millions of gil in some cases to level it which prevented alot of people from investing in it. (less crafters = more profitable)
3) The crafting materials where rare, Carpenter for example. IN XIV you can get up to 5 logs in 1 logging attempt if you are lucky, in XI you would only get 1. So materials are coming in at a much much faster rate making it easy to level up.
4) Gear sets made each class have up to 3 sets of armor to optimize their job
Now changing all 4 made ffxiv a ton more casual than XI, but none the less it will devalue crafting in the end, alot.
If FFXIV continues to have rare/ex drops that are easy to get, then yes crafting will become completely worthless really fast, since the majority will have the non-trade better gear.
They either need to make all the gear much much harder to get, or make it like Tanaka did where NMS drop alot of craftable gear if they are going to keep crafting profitable.
Last edited by Xatsh; 05-27-2011 at 06:23 AM.


Nobody wants a Chemist class but me?
Ok...
Peach Parfait/Khulan Angura on Gilgamesh
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