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  1. #1
    Player
    Shai's Avatar
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    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Amineri View Post
    I found a few similar sentiments throughout this thread, but I am picking this one out as representative.

    I must respectfully disagree that crafting classes are as specialized as you can get. I will take weaving for my example. If I spin 3,000,000 spools of yarn, suddenly I am an expert at sewing hats, gloves, robes, pants, etc, as well as weaving cloth.

    A clear direction for specialization is to follow the skill books already available to the various crafting classes.

    Possible jobs (specializations) for crafting classes include:
    Hatmaking
    Glovemaking
    Various forms of Tailoring
    Weaving
    Spinning
    etc, etc.

    I don't know that such job specializations should take the same form as combat job specializations - there are different goals and requirements for the different classes.

    My personal preference would be for the branching specialization scheme that was proposed (by a group of players) for combat.

    Again, taking weaving as an example. Weaving is a generic skill from ranks 1 to 50, allowing you to make all weaving goods equally as well. However, from ranks 51 to 70, say, the generic weaving skill is no longer available. Instead, one could rank the spinning specialization, the weaving specialization, the hat-making specialization, the fletching specialization, etc. Advancement in one specialization would not preclude advancing in another, but each would have to be ranked up separately. Another branching point could potentially happen from 71 to 90, and then from 91 to 100 -- all depending on how the developers plan to raise the rank cap.

    Comments? Critiques? Suggestions? Flames?
    Your idea in general I like but common things already exist in the game as training manuals, like Cobbling & Sheeting. The Job system (as described) is for party play in battle, so it's not unreasonable to think that it would be for group play as crafting, also - to make larger things, buildings, ships, mog houses, giant cakes(?), etc. Those things could use specialized skill sets that draw on multiple weavers or blacksmiths doing different tasks.

    Well, anyway, that's what I think. You're talking about some things that are already adapted into training manuals.
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  2. #2
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    Mar 2011
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    Gridania
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    451
    Quote Originally Posted by Shai View Post
    Your idea in general I like but common things already exist in the game as training manuals, like Cobbling & Sheeting. The Job system (as described) is for party play in battle, so it's not unreasonable to think that it would be for group play as crafting, also - to make larger things, buildings, ships, mog houses, giant cakes(?), etc. Those things could use specialized skill sets that draw on multiple weavers or blacksmiths doing different tasks.

    Well, anyway, that's what I think. You're talking about some things that are already adapted into training manuals.
    Well, the job system for combat is being designed to enhance party play. Since there is no party play for crafting (as of yet), it doesn't seem in order. However, I would happily (gleefully, even) change my stance if party-play for crafting and gathering were introduced, in which case jobs to take on specific roles in party crafting / gathering could be a fantastic addition!
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  3. #3
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Amineri View Post
    Well, the job system for combat is being designed to enhance party play. Since there is no party play for crafting (as of yet), it doesn't seem in order. However, I would happily (gleefully, even) change my stance if party-play for crafting and gathering were introduced, in which case jobs to take on specific roles in party crafting / gathering could be a fantastic addition!
    Well they've said it's going to be introduced even after Yoshida took over.
    That's what I'm talking about personally.

    That a Job system overlay would work nicely hand-in-hand with large group-crafting projects. Assuming these projects are actually as big as I think and not something quick and simple. I guess time will tell. I think it's a good idea.
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