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  1. #11
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Everything is good to me, they just have to remember by the time they remove all the old recipes to remember that there are some quests that require special items. R36 weaver quest requires Raven-Black Velveteen cloth, so if they remove the recipe to dye it black directly, they are going to have to change the required item for that quest. There are other quests with in the same situation too.

    Also, Since there will be no 'parts', and whatever else they decide to remove like 'decorations', they need to change some craft skills that are more effective to those particular items.
    (2)
    Last edited by Reika; 08-19-2011 at 01:15 AM.

  2. #12
    Player
    Aeyis's Avatar
    Join Date
    May 2011
    Posts
    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    I wonder if these changes mean ffxiv will be the only one of many mmos i abandoned not due to eventual boredom, but a fatal patch..
    (2)

  3. #13
    Player

    Join Date
    Aug 2011
    Location
    Gradania
    Posts
    2
    Personally, I don't mind that much, I guess you could call me a non-hardcore player (maybe like 5-6hrs every other day?) but the changes seem wise, I understand that people don't want this game to become another average MMO, neither do I and I'm sure neither does Yoshi P, but when it comes down to it crafting is a pain, I don't want to spend my entire game time gathering all the materials for some rank 19 boots, I say hooray for these changes, and if people want difficult crafting save it for the higher ranks.
    (2)

  4. #14
    Player

    Join Date
    Jun 2011
    Location
    Windurst / Ul'dah
    Posts
    42
    imo it's another step toward easy mode ff.

    As a crafter, I'm very upset about ditching them treatises and sub skill requirements. As if guild points weren't already nearly useless (especially once you get all the treatises), now they're making them totally useless.

    Secondly, as a xiv player in general IMO the developers are completely misguided and off the mark with their reasoning. "While there are numerous types of materials and parts in existence, low market demand has resulted in shortages for a large number of items"... NO. Being limited to 2 retainers with limited slots in a convoluted and broken market system is much more of a factor than demand.

    Players have 2 retainers to sell finished crafts (btw, thanks for still not letting us distinguish between NQ, +1, +2, +3), misc loot / mining mats / botany mats/ fish, gear from leves, ect... I can't speak for every player, but I for one don't sell parts because there' s no room. Both my retainers are always kept fully stocked with finished items and loot. Heck i don't even have room to store parts, when i make something i make it from start to finish.

    if devs actually read non jp comments, please note --> it's not a lack of demand, it's a lack of space and ability to find what you need! PLEASE fix the market system and don't nerf crafting
    (6)

  5. #15
    Player

    Join Date
    Apr 2011
    Posts
    10
    I think that getting rid of parts to make items is a step backwards if you ask me and aslo getting rid of needing a sub craft to do some crafts again it's a bad idea as it will lead to a kill to the market not make the market stock of items better as everyone will then be able to level just one craft and make eveything in that craft leading to more on the market at first but with so many people wanting gil the price for these items will drop drastically and so people will then say it not worth my time to make them anymore just to please all those that wanna craft an item but not bother with doing the sub class to make it, and making life easier for them even though they must be items that they can make still without a sub craft such as parts for examples. People need to learn to go out and do leves for crafting gain the recipes from them not go jumping ahead to higher items i have Rank 16 BSM and 16 GoldSmith and i have yet to be given a recipe requiring a sub Craft job I also have Weaver at Rank 10 i think it was when i last used it, i don't know if they is bot's about or not but won't taking away the Sub Craft Job also open it up more to people that do just use a bot system to flood the market at a huge reduced rate
    (1)

  6. #16
    Player
    jwang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    254
    Character
    Lorev Ildgar
    World
    Excalibur
    Main Class
    Paladin Lv 70
    It is my belief that the changes being introduced in 1.19 for the most part is NOT what we need for crafting. What we DO need is more visibility on our stats while crafting, similar to how enmity is displayed now. If we can get a meter for elemental destabilization as well as risk value, we can better judge how we would like to proceed, even if no further information is provided on how different actions would affect destabilization probability and risk values (which was ambiguous from release). As long as we can see this, we can perform proper risk management even if it's 10 ranks over with underleveled sub and none of the required training required, and if we fail, we wouldn't be nearly as frustrated since we understand that this synth is just isn't possible, just like fighting a mob 10+ rank over us is a crapshoot on luck if we want to succeed.

    There are some parts I do like from it though, color change requirements being one of them. I really dislike hoarding 20 different dyes, enamels, and lacquer just because one of the synths for the BASE gear requires it. Stupied rassin' frassin' spiked bronze labrys...
    (2)

  7. #17
    Player

    Join Date
    Apr 2011
    Posts
    10
    Off topic kinda if they do make theses changes will they also change how damaged gear works such as after so many repairs of an item it breaks all toghether that would keep the sales of gear going
    (0)

  8. #18
    Player
    Levi_Z's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Levi Mishan
    World
    Durandal
    Main Class
    Marauder Lv 50
    I agree with Jwang in that the basis of crafting needs to be looked at before adding any more layers to it. Having indicators for risk and destabilization are great, but what about having clarity or algorithms looked at for the rate of success and failure. It still seems so random. How is it that I can have a synth get up to 447 Quality and not get an hq item out of it? What about having a lightning element destabilize in a recipe that doesn't even use lightning crystals or shards? That's just random. There's no rhyme or reason behind it. Before moving on with any more changes, please fix the foundation because it seems unecessarily complicated. I don't mind any of the changes just so long as I can logically understand why I am failing a synth or succeeding with it.
    (2)

  9. #19
    Player
    Teebs's Avatar
    Join Date
    Jul 2011
    Posts
    1
    Character
    Iona Turnip
    World
    Phoenix
    Main Class
    Thaumaturge Lv 19
    Absolutely agree with Blue72! A large part of the problem with crafting is the lack of an auction house or mail or any kind of logical system for exchanging materials and products. I like that it takes time and effort to craft items and level crafting, but it looks as though FFXIV is going in the 'magic box' direction, like Rift and WoW. Take brass buttons and some spindles of hempen yarn (both of which are regurgitated by moles in a cave deep in Thanalan), throw them into the magic box, press a button, and viola! You've made a doublet. In one minute, you can make 10 doublets which you can then sell for a few gold on the auction hou....oh, wait.
    (2)

  10. #20
    Player

    Join Date
    Jun 2011
    Location
    Windurst / Ul'dah
    Posts
    42
    Quote Originally Posted by Levi_Z View Post
    I agree with Jwang in that the basis of crafting needs to be looked at before adding any more layers to it. Having indicators for risk and destabilization are great, but what about having clarity or algorithms looked at for the rate of success and failure. It still seems so random. How is it that I can have a synth get up to 447 Quality and not get an hq item out of it? What about having a lightning element destabilize in a recipe that doesn't even use lightning crystals or shards? That's just random. There's no rhyme or reason behind it. Before moving on with any more changes, please fix the foundation because it seems unecessarily complicated. I don't mind any of the changes just so long as I can logically understand why I am failing a synth or succeeding with it.
    totally agree here, i certainly don't mind an element of probability but please tell us the rules... i don't know how many times i've tried to HQ something and got NQ at 400+ quality and then the next day HQ1 some random synth i'm grinding on (or making lumber/shards/ect) with 20 or 30 quality
    (0)

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