Well I tried to post a response that you could work with that might have salvaged the thread but you didnt even bother replying to it. Good luck and I hope you are able to find satisfaction elsewhere.
News flash. Your so-called "right brain, exciting, non-tedious, more fun activities" involves more number than you think. Tell me, a harvester hitting the same exact button for x nodes involves thinking creatively. Or a crafter hitting the same basic guidelines for quality increase involves thinking outside of the box. No it doesn't. I use both sides of the brain equally and find different things satisfying like figuring out the best way to craft makes my left side excited with numbers while figuring out how to get that one beautiful screenshot makes my right brain go crazy. While I have no problem with people only leveling crafting/gathering, creating a story-line for those only leveling crafting/gathering involves a lot of work. What about people that level all classes like me? Do I go through the story-line as a DoW/DoM or DoH/DoL? How do they even make sense together? The story of Final Fantasy always involves a hero/group of heroes fighting against forces of evil with their weapons so why would they make this an exception? If you had played the previous incarnations of FF, why would you ask that this one is different. If not, this game might not be right for you. And I didn't even have to "grind" when I went through my story as a DoW. It's basically do the quest, get experience, move on with story.
Don't assume you're smarter than other people just cause you went to college. There are plenty of people that got their Master, their Doctorate, is a Neuro-Scientist and they're still not as rude as you.
I can't find the original quote from Yoshida that was posted. Might have been an old dev post here or in the beta forums. Anyway, the gist of things is that things felt awkward that a crafter or gatherer could complete the same main story as battle classes could. If you played 1.0 at all, the last original main story quest had you going up against a Garlean Juggernaut and two Garlean soldiers. You had to position the soldiers in a way that the Juggernaut would kill them. Ask yourself, where does it make sense that a Miner or a Cook would be participating in battle content?
The development cost to make a completely separate scenario where crafters and gatherers could progress through the storyline just didn't make sense. Whether you agree with that or not is irrelevant as the game has already gone down a path that can't be changed. They've talked about adding more content for gatherers and crafters later down the road (treasure maps coming this patch, as well as housing for crafters to make stuff for that) so they're not being completely forgotten. First and foremost though, they are suppliers for the battle classes.
I'll just leave this here as it sort of conveys my point:
http://www.1up.com/features/ffxiv-in...nix-fallen-mmo
1UP: Let's talk about crafting and gathering classes. At the beginning the game, Square said they wanted these non-battle classes to be able to complete the main story, and you've officially retracted that. So what kind of content can crafting and gathering players expect? And also, if I may make a personal plea... can you please kill the Parley minigame in the crafting and gathering quests? It's the basically the worst thing ever, and it ruins everything it touches.
NY: We believe that the Disciples of the Hand, your crafters, and the Disciples of the Land, your gatherers, their role, their main role, is to make things and gather things. In the current version, the system is still kind of iffy. There are still things that need to be fixed. So the first and foremost thing we're going to do is fix these systems, because that is their main role in the game. If the gameplay surrounding that main role isn't fixed, then they're not going to be able to do what they need to do best. That's the one thing we want to get across right now, we have a lot of changes in place for both Disciples of the Land and Disciples of the Hand. To make their jobs more interesting. When it comes down to the world economics, you have gatherers that gather things, they get those to the crafters, the crafters make the things, and then those items are used by Disciples of War and Magic to fight things. This is how the economic scheme works in the world. Each one has their role. We want to focus on those roles and make sure those roles are very defined.
We don't think that Disciples of the Land and Hand shouldn't grab their picks and go out and fight monsters, they should be making the swords that Disciples of War and Magic use to fight those monsters. That's not to say that we won't have other things, other than crafting and gathering, for those classes to do. We'll have quests set up especially for both of these disciplines. But it'll basically be concentrating on Disciples of the Hand are going to make better stuff, concentrate on making the best things possible, Disciples of the Land are finding that very rare item so that the Disciples of the Hand can make that great stuff.
For what it's worth, I think they did a pretty good job with the story quests for each crafter and gatherer, and least the ones I've done.
Last edited by Orophin; 12-12-2013 at 07:40 AM.
Too bad. I had some comments on crafting and gathering I think the OP might have been interested in. Oh well.
As a person who uses both sides of my brain, what.
Why's everyone feeding the troll? Did no one read the do not feed signs????
Because it's fun. Also because I guess people just missed the fact that the OP had a large portion of his claims backwards.
DOH and DOL use far more math and number crunching than DOW and DOM. I have yet to be in combat trying to do any math. Yet when crafting and gathering I am always adding up the numbers trying to get the best results.Also in what way is crafting and gathering creative. The recipes are given to you along with what ingredients are required. You are even told where to go and get a majority of the items, and if that fails there is always the market boards. Yet in combat you have to consider party make-up, positioning, mob attacks, adds, topography, and so much more.
Seems to me like the left side of the brain is used more in crafting and gathering. While the right side is more equated to the combat system.
I agree with the guild leve point, kinda odd they are not unlocked separately if you ask me.
The main scenario doesn't work though, 1.0 proved that with things like parley and standing back letting the beast men fight it out, or getting your adventuring fellow to beat Ifrit.
Saying the game should cater for pure crafters for the whole story is like saying I like blitzball, ffx should be completed by competing and not fighting or not liking shooters and playing battlefield and wanting to make bullets for the soldiers fighting and watching the scenes, the game is designed to fight monsters, crafting/gathering is a side line.
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