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  1. #1
    Player
    govtcheeze's Avatar
    Join Date
    Oct 2014
    Posts
    27
    Character
    Narek Stigmata
    World
    Adamantoise
    Main Class
    Bard Lv 60

    Consolidated thread of DoH suggestions - post 2.4

    How about we create a single thread for suggestions and get it sticky-ed so we can keep the discussions focused and in one place for us and the devs? If there is support for this I can do the homework and get us started.
    (0)

  2. #2
    Player
    ManweSulimo's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    106
    Character
    Manwe Sulimo
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    You got my support! I would really like to see crafting available using items inside retainers cause I am battling inventory space harder than I battled Nael Deus Darnus =.=
    (6)
    We were all created equal, with the equal opportunity to become unequal.
    -J.C.II

  3. #3
    Player
    Yonko's Avatar
    Join Date
    May 2014
    Posts
    235
    Character
    Yonko Chao
    World
    Coeurl
    Main Class
    Conjurer Lv 50
    More of a change to the lodestone than the game but would be useful in game.

    Let us sort by actual recipe level. The X-X+5 is great for 1-50 but once you hit 50 everything is either 50 or master. It would be great if there was a 1 star/2 star category and a category for each master book. I haven't got the master II books yet and some of my crafts already require scrolling in the master category.
    (3)

  4. #4
    Player
    govtcheeze's Avatar
    Join Date
    Oct 2014
    Posts
    27
    Character
    Narek Stigmata
    World
    Adamantoise
    Main Class
    Bard Lv 60
    Related to this thread: http://forum.square-enix.com/ffxiv/t...quit-this-game

    I understand from a system perspective it would be incredibly expensive to save the crafting state after every single turn. But SE could tap into the allowance system and give us a daily number of "this craft is important and I need to recover after a disconnect".

    At the start of the combine we could spend an allowance and the server would save the state after each event. If you disconnect it will allow you to reconnect back into the combine. Saving after every event would prevent people from abusing the system to bail on a combine that is failing. Allowances let people decide which combines they really, really want to not fail due to a non-crafting issue and would limit the system resource use.
    (5)

  5. #5
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    I'd like to see DoH crafting classes vary more greatly between each crafter. In it's current state any two DoH classes play the same because they will all have the same cross class skills. Rotations only vary based on recipe class (ex: 40 dur 2* or 80 dur 4*). Compare this to a DoW/DoM class where any two DPS play different.

    That being said, I'd like to see them either remove cross class skills all together, or begin releasing recipes that remove the ability to use cross class skills (similar to some of the Ixali Quests). This would allow them to create synths that are difficult because of the skill sets that the class is limited to rather than absurd Quality/Progress values and RNG dependence. Overall I think it's very bad design to have the crafting system rely so heavily on crafters having all their classes to 50.

    If they want to still encourage cross class, then maybe have two associated sub-crafts, similar to how jobs can cross class with two other classes. It might actually add some diversity and make a Blacksmith feel like he's different from a Goldsmith and a Carpenter in more ways than just the types of gear they produce.

    I think the DoL classes could be flushed out a bit as well.
    (0)
    Last edited by Sibyll; 11-18-2014 at 05:37 AM.

  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sibyll View Post
    ...
    The classes already differ out from what they can make. If you take cross classing out of the equation, they'd need to redo end game crafting as a whole to accommodate that. Othewise, certain recipes will be impossible to reach; I just shudder at trying to do a 3* furnisher craft as a CRP without ingeunity or PbP, on top of the only durability skill I'd have is MMII.
    (0)

  7. #7
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RiceisNice View Post
    snip
    They could have new recipes be like Ixali quest lines where those specific recipes don't allow cross class skills. That way they could implement diversity without having to redo older meaningless content.

    Furthermore, the recipes you make offers little difference in how the class is played. Explain to me how making a Darksteel Ingot on a Blacksmith differs from making Growth Formula Delta Concentrate on an Alchemist. It doesn't. A Blacksmith with 50s in all crafting classes can play any other crafting class equally well with no prior experience.

    To elaborate my point, take Monk and Dragoon. Both are melee DPS, but I can assure you that a person that's has played only Monk can't go to Dragoon and play it equally well because there are those little differences that show the difference between an experience Dragoon and someone that just started playing it and read a rotation online.

    I'd like to see more crafting progression that tests your skill as a good Blacksmith or Carpenter rather than treating all crafting classes as generic crafting classes.
    (0)

  8. #8
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    So, for 4 stars...
    If you have the class body, ixal gloves, artisan's head/legs/feet, new accessories/belt, standard rings, all of that fully melded, along with the artisan mainhand and hq artisan offhand (no melds), that comes to...
    426 Crafts and 404 Control, and 349 CP.
    Out of 451 Crafts and 407 Control.
    We can still meld a good a 25 crafts on the offhand, and there is food which gives crafts, though we generally need CP food more. Plus melding that much crafts will be very expensive.

    So, are we basically forced to get the Supra in order to do 4 stars?
    The HQ rotations are all very CP dependent, so we will end up using CP food over craftsmanship food. And melding the Offhand with say 18 crafts (3x Crafts IV), and then control in the other 2 slots.
    (0)
    Last edited by Kenji1134; 11-18-2014 at 06:38 AM.

  9. #9
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sibyll View Post
    ...
    Because the ixali quest recipes are designed with that restriction in mind.

    You're trying to see crafting classes to have a different playstyle from each other, just as the combat classes do. But now here's the thing, you're comparing combat to crafting; both completely different beasts.

    You're correct in that crafting an individual item is no different than another because you have access to all the skills, but the requirement and stats of star crafting are tuned with this in mind. Without adjusting the durability, difficulty and quaility of wolfram, try and 100% HQ it with only BSM skills. Now do the same for alchemy and with only alchemy skills. If we want to step away from cross skilling on crafting classes, they'd need to redo nearly all star recipes and furnishing to accommodate.

    http://link.ffxivcrafter.com/?id=cbb74 is an example of what I'm talking about. As a CRP, you only have access to base skills, rumination and bygrot's blessing. It's impossible for you to even finish this without cross skills.

    And again, crafting is a turn-based thing. We can argue semantics, but this is mostly planning your steps based on numbers, not skill-oriented on your performance. What you're suggesting would require a complete overhaul of the system, when for the most part it works and it differentiates itself from the typical "click-n-wait" process that other MMOs use.

    I really cant see how you can make crafting classes standout from each other aside from what they can make, because even if we try your suggestion and future recipes would lock out cross class skills, so many of them are so situation that it's really ineffective on its own. Alchemist would be heavily reliant on RNG, CRP can't prolong it's craft to make use out of rumination, etc etc. On top of that they all share the same base skills that the standard-to-go crafting process would be the same anyway... only that CUL will laugh at everyone else with SHII and hasty touch.
    (0)

  10. #10
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RiceisNice View Post
    snip
    That's why I said "new" recipes. As in future recipes added later on. I agree it would be stupid to go back and redo everything.

    Similar to how certain Synths say "Hiqh-Quality Unavailable" for housing items or "Aspect: Earth" for certain recipes you could have a designator that says "Cross Class Skills Unavailable" for certain higher level crafts. These crafts would be designed with each specific craft in mind and the specific skills that the specific class has available in mind.

    Remember that some of the housing items are balanced around the idea that you can't HQ them and are given absurd progress bars to make PbP be completely required to do them. All of the crafting classes more or less have a theme associated with them: Alchemy is all about CP, Carpentry is about Inner Quiet Stacks, Armorsmith is about taking big chunks out of the progress bar etc. I don't see why it's so difficult to grasp that Alchemy recipes would be balanced around the skills they have available to them, because only an Alchemist can attempt the recipes.

    Honestly, I think the system needs a complete overhaul. The crafting system is becoming more and more like a gimmicky WoW crafting system. There are a lot of people that play the game just to craft, and are quite disappointed that SE is treating the crafting system like a time sink for DoW/DoMs rather than as it's own entity. Gearing crafters is becoming arguable more difficult than gearing a DoW/DoM class for all the wrong reasons.

    You seem content with crafting being a secondary thought just like most MMOs treat it, I'd like to see it be something more. I'll agree to disagree and leave it at that.
    (0)
    Last edited by Sibyll; 11-18-2014 at 07:25 AM.

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