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  1. #1
    Player
    Kiyan's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    10
    Character
    Kiyan Corider
    World
    Moogle
    Main Class
    Warrior Lv 80

    How to allow DoH to have a bigger role in the game

    why not implement a system that makes crafters more important...intertwine both dungeon and crafting systems...for example you get unique material drops that cannot be traded if you beat say T5 or a Primal EX which would only drop if u had a lvl 50 Miner/fisher/botanist which in turn can be used to make unique weapons (lvl 50 DoH) by using unique materials and at the same time preserves the unique rarity of such weapons and still gives importance to the dungeons/raids/trials and boosts the need for a DoH to make unique and perhaps better weapons
    i know that relic weapons has a similar theme but there is only the need for the DoH to meld the materia...and that's all, but by implementing such a feature ..people will have a variety of weapons with different statues the best suits their play-style..

    so what do u guys think??..i don't want Troll posts ,just your Constructive opinion
    (1)
    Last edited by Kiyan; 03-03-2014 at 09:26 PM.

  2. #2
    Player
    Simaril's Avatar
    Join Date
    Aug 2013
    Posts
    405
    Character
    Simaril Ratbane
    World
    Goblin
    Main Class
    Carpenter Lv 50
    I like where you're going with this...

    It would be nice if there were craftable items that the crafter had to get from the dungeon himself. Currently anyone can use tomes to buy the ilv 70 crafting materials... so the crafter doesn't have to run the dungeon himself. Take Rose Gold jewlery for example... have the same recipe, PLUS an untradeable ingredient from a dungeon (Copperbell!!!) and make it five levels higher - so there's an incentive for crafters to run dungeons? Perhaps ingredients could come from fates or pvp as well. This or other gear could also be untradable. Perhaps the same "Rose Gold" recipe could be altered differently by using differnt dungeon drops?

    Currently the Rose Gold jewlery I make is exactly the same as the Rose Gold someone else makes. There's nothing unique you can make yourself, and very little customization.
    (0)

  3. #3
    Player
    MithrasInvictus's Avatar
    Join Date
    Nov 2011
    Posts
    293
    Character
    Mithras Invictus
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Let us repair the gear on other people as well! I cannot wrap my head around the reasoning behind removing that feature...
    (0)
    When the world was young, the Sun bestowed upon me his crown; always will I light your darkest hour.

  4. #4
    Player
    Kiyan's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    10
    Character
    Kiyan Corider
    World
    Moogle
    Main Class
    Warrior Lv 80
    and u can also make Ilvl 90/100 legendary with many different status for different people and these weapons can only be made .by let's say.legendary materials which are only dropped by say primal EX and T1-T5,u use like 5 or 6 of them to make your very own unique weapon which can be ilvl90 or even ilvl100 (since u know ..doing all the coils and extremes to collect those materials is pretty damn hard.isnt gonna worth it if it's not the best)
    (0)

  5. #5
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    There's this weird assumption that crafters don't already run dungeons. I don't really understand why that is, but it's prevalent in this thread too. Given that combat classes account for most of the game, most people who craft already run dungeons. However, the reverse isn't as true. People who run dungeons might not have crafting levelled.

    For that reason, we need to work backwards and have items which can be only claimed from dungeons but require the work of crafters to build. Bring in a system where you can craft FOR other people without them needing to trade rare items. Make the dungeon drops untradeable and unsellable so they need to be claimed personally. Also, I agree with the above poster... bring back player repairs.

    One thing I would like to see is upgradeable weaponry. Items which are crafted and then enhanced by various crafts during its lifetime. You could take a sword, for example, complete some dungeons and then enhance that sword with one of the dungeon drops. In doing so, there could be branching paths with various different stat bonuses. Do you go for the vitality sword or the strength sword?

    FFXI had a great system for this where you did various quests with your weapon to enhance them and ultimately make a very powerful weapon rivalling any single drop in the game. FFXIV could do something similar, but bring crafters into the process to give us a lot more purpose.
    (3)
    Last edited by Lemuria; 03-04-2014 at 07:25 PM. Reason: 1000 char

  6. #6
    Player
    Kiyan's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    10
    Character
    Kiyan Corider
    World
    Moogle
    Main Class
    Warrior Lv 80
    u are actually the only one that understood what i meant

    edit: or at least what iam aiming at (monster hunter much?)
    (0)
    Last edited by Kiyan; 03-04-2014 at 09:30 PM.

  7. #7
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    We had that. Kind of. In 1.0.

    Fact is, the whole 1.0 bundl failed. So we get what we got. Sadly.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  8. #8
    Player
    Yaichiro's Avatar
    Join Date
    Jan 2014
    Posts
    153
    Character
    Yaichiro Shimo
    World
    Odin
    Main Class
    Warrior Lv 80
    Sadly DoH aren't much involved in the game. After finishing the main quest line for any DoH, the only thing available is the market which is at stagnate due to various reasons.

    I think the lack of customisation is really what's hurting DoH role in the game. Introducing special effects to crafted gears will make my monk for example different from the other monk standing beside me. These special effects don't have to be game breaking but they can be helpful such as enhancing a weapon to add a 5% chance to inflict poison or an armor that can cast slow for 15sec on target when HP is lower than 50% every 30sec. Now the requirements for such enhancements can be rare items which are acquired through normal monsters (low drops), bosses and DoL (similar to treasure maps). I believe this will create more influx to the market and expand the interaction.

    Of course I want to go through end game, materia, ELEMENTS and more topics but I feel I should leave it at here.
    (0)

  9. #9
    Player
    Aura_Shurifon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    333
    Character
    Aura Shurifon
    World
    Ragnarok
    Main Class
    Conjurer Lv 98
    What i would do is remove some stats from ALL unique/personnal equipment (from dunjon and token etc), and made them meldable. This could give a boost to economy without changing the current strengh of said equipment (same cap, but with materia to get there). This would boost materia economy, people would buy/craft more equipment to materialise etc...

    But i also like the idea of upgrading weapon. There's a bit of it with some craft (alchemist : books for Arcanist, staffs for Conjurer) but it should be for dunjon drops too (with a "crafting for others"/"ask for craft" option)

    More over, make repair useful :
    - you don't need to change to the crafting class to repair something (as long as you have the level in said class).
    - move Carbonize and Dark matter to the crystal tab of inventory (this use far too much space to be useful)
    - Make a better UI to repair (same as the one from NPC, with "repair all") EDIT : in fact it's here, you need to use the repair menu but you still need to change in the specific craft class to repair
    - remove repair NPC
    OR make them far more expensive
    AND/OR made their repair 10% less than max for each repair (first repair on max 90%; second max 80% etc until you repair by a crafter)
    AND/OR add dark matter to the NPC repair.

    Lots of little change that would make a lot of things better.
    (0)
    Last edited by Aura_Shurifon; 03-13-2014 at 12:08 AM.
    Le craft, c'est la vie ! || Craft is Life !

  10. #10
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    I agree it's sad that the game

    There's a lot SE could do, like:
    - Crafting/Gathering dungeons: Take existing dungeons and make objectives for a party of DoL/DoH to complete together. You'd start with no material at all so gatherers would have to farm mats and shards while crafters would craft dungeon specific recipes to progress in the dungeon (just like gathering leves have you gather mats only found/used in the leve quest). you could even add mobs so it become a sneaking mission and they would be low lvl enough for people to actually "fight". Rewards would be rare mats from coffers (that you'd have to open by crafting the proper key or meeting the requirement to get to the room) + exp boost to level your class (or achievements).

    - Crafting/Gathering Fates: get everyone entering the fate gather/craft a certain amount of items in a time limit. Reward would be exp boost.
    - More customization for gear: I like being able to apply certain effects (poison, slow, resistance, etc) or it could just be cosmetics like gold/glow effect dyes that would be untradable (so only you can apply it to a gear that you'd be selling on the market).

    We have a good crafting/gathering system, but it's really being under-used at the moment.
    (2)

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