I wanted the Traits to be like this, but alas, they are just stat conversions for now...
I wanted the Traits to be like this, but alas, they are just stat conversions for now...
Peach Parfait/Khulan Angura on Gilgamesh
No, at least not a permanent one.
The first problem that came to mind was in regards to linkshells, specifically small ones. There are linkshells that prefer to be self sufficient and with the current system it is entirely possible. If they have a deficiency in any crafting class they can fill it either with new members or existing members taking the craft up themselves. If we were permanently limited to one mastery then if a linkshell has a deficiency in that mastery they have lost a good deal of functionality and are very limited in the ways they can fill in the gap. They must either find someone who has that mastery, someone who doesn't have a mastery and force them to take that one or have an existing member entirely re-roll a new character just to get that mastery. None of those options are very good ones. However if they allowed us to switch Mastery for whatever cost/inconvenience this would be less of a problem.
in a normal mmo i would say less than 5% of the people are going to have everything maxed.(yes im making this numbers up, but it should be more or less around that)
so in theory only 5% of the people would be "self sufficient " completely.
the problem here is with the people who will never going to get everything maxed but want to have more than one craft, by example, i would like to have armorer and blacksmith completely roofed.the reasons are my own.With only 1 mastery i can not do this.
I see where you are coming from but let me make a similar example.Because their focus is different.
A linkshell group goes into a dungeon. Their paladin has to go on a date. Someone else with it leveled can take his place. They could find someone else to take his place but you don't know if that paladin is any good or if he will mesh well with your group.
you are a master in alchemy. you've just made nq batraal glue and are about to sell it on the wards. because you are one of the few master alchemists there isn't very many batrall glue up on the wards and you can still make a decent amount of gil.
A linkshell group needs a very rare item crafted. Their master alchemist has to go on a date. Someone else with it leveled can take his place. They could find someone else to take his place but they will charge more than the linkshell group can afford.
I rely on tons of people. I need items that are only dropped off mobs. I need other crafters.
editing:
I will never have time to "do it all". There will always be a need for some else to do something for me.
Last edited by Darium; 08-03-2011 at 05:25 AM.
What happens if the linkshell waits for the alchemist to come back?A linkshell group needs a very rare item crafted. Their master alchemist has to go on a date. Someone else with it leveled can take his place. They could find someone else to take his place but they will charge more than the linkshell group can afford.
What happens if the linkshell waits for the paladin to come back?
There are pros and cons to each side but I think it makes more sense to leave the combat classes alone and leave this change (if the devs like it) for the crafters.
OR
You have access to Twin Adder's Patriarch's Laboratory because you are one of the few Alchemists that has successfully completed the Twin Adder's Patriarch's Poison Trial (quest). Access to the laboratory allows you to craft items that a normal alchemist of your level would be unable to craft successfully (Batraal Glue). The rarity allows you to sell it for a decent amount of gil on the wards.
I think that waiting is equally valid in both situations.What happens if the linkshell waits for the alchemist to come back?
What happens if the linkshell waits for the paladin to come back?
There are pros and cons to each side but I think it makes more sense to leave the combat classes alone and leave this change (if the devs like it) for the crafters.
I think they should leave crafting alone and let those who want to level most crafts, do it.
OR
You have access to Twin Adder's Patriarch's Laboratory because you are one of the few Alchemists that has successfully completed the Twin Adder's Patriarch's Poison Trial (quest). Access to the laboratory allows you to craft items that a normal alchemist of your level would be unable to craft successfully (Batraal Glue). The rarity allows you to sell it for a decent amount of gil on the wards.
The example was for combat vs crafter debate.
I like your idea though... but I would like it if you only had access to one crafts facilities. That's the gist of this thread.
But most MMOs don't have Local Leves where you can rank up your craft without incurred a cost out of your pocket as well as needing to repair gear, so its completely reasonable to say that in XIV we will have a larger amount of the playerbase with 1-3 crafts at the maximum level than that of any other MMO.
But like BloodLotus mentioned you'd still be able to obtain all your crafting classes to the final rank, just one will be mastered (have a star next to it let's say) that gives you additional recipes on top of the ones you already have and doesn't restrict you from any other craft. Something like this will rebalance the system and promote healthy economic growth.
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