How about instead of awarding gear, the tokens award a tarnished piece that needs to be upgraded by a crafter?I understand what you're saying, but we had that and people complained. I don't like it but that's how things are - people just want to do dungeons and get their drops from them or with a token system. It's a shame since the new crafting system is pretty good compared to what we had in 1.0 :\
I believe crafting/gathering professions need more functionality. They play like a class but are boring compared to a DoW or DoM...why? I think the reason is because you get stuck to small area repeating the same actions over and over, that's no fun. Your brain needs to change things up to prevent boredom, you need to make it have more of an involvement, nodes should be based on more than just zone level, but should appear everywhere, you can't mine it if it's not high enough end of story, but I don't have to lock myself to the SE corner of Alamihgo desert to get mythril I shoudl be able to get it anywhere in my journey.
On top of that, Dyes need to be more useful, they NEED to have consumption, they need to have value in a way that makes them useful, ie: everythign should be dyeable(to a point) I can see class gear having a certain theme, but why can't it maintain that theme and still keep it's class flavour (thinking of the red trimmings on a WHM AF suit, etc)
Well for one, people level so fast that gear becomes an afterthought until 50+. Really, who gives a damn about gear before your 45 armor? Unless you're on your very fist job, you have probably accumulated quite an armory without trying.
The things we do need crafted, we can gather/make ourselves thanks to each character (for better or worse) able to max EVERY class/job/role/jellyfish.
Like, limit the number of crafting classes available per character. Every other MMORPG limits these for a reason... so you HAVE to trade and work with others. Encourage the user to not re-sell the gear they get which should encourage the crafter to make more. Materia is one way but it doesn't seem to be enough (atm anyway).
A "style" system which you could use to adjust the individual "look" of your character's attire (while keeping equipped gear stats) based on gear they have in storage/inventory. They would in turn lose the style if it is removed/made into material/traded/eaten.
WUB WUB
FFXI- Seraph
yes like someone had posted a few pages ago a specialized crafting tier where you have to commit to it and therefore cannot master all aspects and create an industry.
I can understand the idea behind the FF system, one character all roles, I agree with it (i like it) but that only works with battling classes, it seems when it comes to crafting having one character doing everything with no difference between anyone else creates a weird void in a market and individuality.
I for one would welcome having my goldsmith becomes a Master GOldsmith at the sacrifice of not being able to have my other crafting classes able to do so. If it meant being able to create unique gear with a very viable use to it in every aspect present and future.
I find it interesting that in the concept art the Heavy Darksteel torso has no helmet.
2 things:
1) Add a "Request craft" feature (sure it's unreliable, but it's better than just handing over all your mats to the crafter and hope they don't run off with them).
2) Add untradeable materials to dungeons that can be crafted into high level items that are on par with the highest tier of gear.
I can't agree with this. Crafting exists almost entirely for its own benefit. Opening all of crafting to every player dramatically increases the value of materials involved in and related to leveling crafting. Players who level multiple, let alone every, crafting class to 50 are no doubt in the minority. While the markets, especially the endgame markets, are currently in shambles, that has more to do with the combined double whammy of sky-high free company housing prices and shrinkage of the playerbase, no doubt abetted by the sticker shock of sky-high free company housing prices.
But that's not what it means. Plenty of other crafters will be offering the exact same items, and you're right back here complaining, instead of being able to switch to another crafting class because there's some clear gap in supply.
Last edited by Millimidget; 01-14-2014 at 01:31 PM.
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