They need to add rare HQ materials that drop from end game raids/dungeons, to make high level craftable items.
They need to add rare HQ materials that drop from end game raids/dungeons, to make high level craftable items.
Just brainstorming a hypothetical situation here....
A boss drops two items like normal but are ilvl 80 items and each boss has a small chance for a crafting piece. The crafting piece can be used to upgrade the base item to say maybe a HQ equivalent at the same ilvl. But in order to upgrade you also need a special catalyst from gathering. Maybe this catalyst is only harvestable once per week similar to maps are every 18 hours.
So....
Base Item (ilvl 80) + Crafting Drop + Rare Catalyst = HQ of the Base Item (ilvl 80) [Requires a Craft]
Obviously this wouldn't too significant of an upgrade but wait the item is meldable. So with 5 melds this may be the equivalent of say an ilvl 90-100 base piece. All parts of the economy are involved and SE can simply tune the next level of content however they like.
Already said what interaction I have with DoW and DoM.
In addition, for those interested in pvp, crafting gear for level 4 material is quite nice as well. Alchemy just seen their usefulness increase 10 fold, and we all know there will be super sweet vanity items available to crafters.
Lastly, quit comparing to 1.0. The conversation is dead, its not 1.0, never will be, you can use the "suggestion box" and see your way out.
This has indeed occurred in many other MMOs. You can check many RMT sites and they will be selling high-end craft materials or high-end crafted goods from such materials. You would have to make the materials and the end product soul-bound to keep RMT's out but then that itself causes another series of issues...Great thread. Many of my friends and I have been sending this type of feedback since Beta, but the last official response from Yoshi P about having Dungeons/Raids drop Very Rare Materials that would then have to be crafted (like what they had in FF XIV 1.0, and in FF XI) was that "RMT might exploit the market." WTH?!![]()
All the endgame gear is already unsellable/untradeable. Don't see the difference. But your way would require me to have all the classes since I can't trade a soulbound item to someone to craft for me.
These are some of issues that start arising. We could make it soulbound but craftable by another person like melds. However, that doesn't sound like a sound solution to what the OP is trying to address in this thread lol.
Hi Xystic,This has indeed occurred in many other MMOs. You can check many RMT sites and they will be selling high-end craft materials or high-end crafted goods from such materials. You would have to make the materials and the end product soul-bound to keep RMT's out but then that itself causes another series of issues...
I don't doubt that RMTs might try earning some of these Rare Crafting Materials and try to sell them. But from my experience (early years of FF XI, and FF XIV 1.0) all the End Game LS's and JP friends I knew, simply just grinded out End Game Content to *earn* their own Rare Crafting Materials. It was *incentive* (and fun) to repeat content, to get some Rare Mats from whatever Dungeon / HNM (or in XIV 1.0, beat Uraeus, Dodore, again and again). The market was never "cornered" or "ruined" by RMT, at least not on my server.
At least it ended up involving Crafters helping collaborate with Adventurers to end up making whatever awesome gear that was needed.
Yoshi P and Team are basically using the RMT excuse to make Crafting nearly worthless, and dismissing a viable and interesting way to make End Game Content more interesting for more players.
Why have leatherworker, carpenter, culinarian, etc., when you can't be at the pinnacle of some sort of skill that is important for the game (besides just the one and only thing of melding relic +1)? Look at tanks, dps', healers -- they all are important and indipensible to the gaming experience as well as the group. Each have unique qualities that no other has. Why not crafting? Otherwise, they are not needed, and would have been wiser not put them in the game in the first place.
One justification of crafted gear being intentionally worse than the dungeon loot, is that if you could simply buy the highest level gear, it would encourage RMT buying/selling.
However, we already have a situation where players are paying to be 'carried' past certain content. Paying to be carried past Titan HM, which in turn gets you a relic weapon, or paying to be carried past the Extreme Primals to get one of the new ilvl 90 weapons, is effectively no different than buying an ilvl 90 weapon from the market (If such items existed!).
I'm fairly certain that there are some players who buy gil in order to pay for carries. So in my opinion, there's no sense in limiting crafting in order to prevent something that already happens from happening!
Last edited by AxelDH; 01-28-2014 at 08:35 PM. Reason: made it read a bit better!
One way would to make the items have a shelf life. As in they can only be repaired a certain number of times before they are un-repairable. End game is no different with a little twist. Make it so that when running end game dungeons certain drops of an item for the various DoH classes are won. These items are then used to repair end game gear that has been broken or almost to that point. This repair item would be unsellable and untradeable, but if you have the class that can use it, others can request a repair of you. This would allow raiders to get the gear crafters can raid for the drops to repair end game gear.
Crafted gear would eventually break thus meaning you would need to convert it before that happened. Once broken the item cannot be converted to materia. People that are leveling will be buying gear at all levels. Then at max level crafters will be repairing raid gear of others.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.