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  1. #11
    Player
    Ferth's Avatar
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    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Perrin_Aybarra View Post
    DoM/W + DoH/L alliance raids ^^
    Word.

    /10char
    (0)

  2. #12
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I posted the following in the crafting thread a few days ago but it got lost in the discussion as the thread got spammed with people's thoughts. Basically, its linked to the OP's idea of "Workshops"


    http://forum.square-enix.com/ffxiv/t...765#post299765


    The player crafter should have been involved in the fine tuning of gear. For example, a crafter with tailoring training should have been able to choose what stitch pattern appeared on a shirt. Alternatively they could choose how long a shirt is or what cut it has at the neck and how low down it goes. A crafter with painting training could choose what type of stroke or design to use. An alchemist with training could have chosen to adapt their concuctions similar to say how spells and potions are adjusted in Elder Scrolls games - say I wanted a fire potion I could make one that was just a Fire1 spell or I could make one thats all shiny like a firework depending on the variables I adapt in the crafting process.

    Crossclassing could have come into things after a class has made an item. If I was a Blacksmith and I made a marauder axe for example, let me go and find an alchemist who could apply an elemental or status potion so I can have a native enspell effect. Perhaps the effect would disappear when the condition goes to 0% and after repair an alchemist needs to be sought again (hey this is an MMO lets socialise!). As another example, let my blacksmith craft my axe, but then when it is made let me hand it to a leatherworker to attach a grip which would boost the accuracy by a few percent. Again as condition wears that grip wears so you are back to base accuracy.

    Also, SE should have adjusted how crafting is done. In the field I wouldnt mind whipping out my crafting item as we do now, but back in the cities or hamlets I would have liked to be crafting my shirt on a mannequin so I can see the changes made by different parts and select the ones I want. Thats another issue, parts and stuff should have been customisable, say I want a cotton shirt with a cotton patch on the elbow, why not let me make a cotton shirt with a metal elbow if I wanted to. Sadly this comes down to a design fault with the game, instead of implementing gear in parts we only have the full item.

    If crafting included fine tuning every stage, then everyone would love there being so many parts to play around with. It would have turned crafters into full on dedicated jobs (coz quite literally those who love crafting would literally do nothing else if there was that amount of customisation) and Tanaka's dream would have been realised possibly.


    With respect the idea of dungeons or of adventurers protecting gatherers, why not add a twist. Say, the battle group goes down a mine or dungeon but the walls cave in. The gatherers must find a way to clear the way. Miners can simply take out their pickaxe whereas others would need to detonate mines etc. This is all very general and straight off the top of my head thinking about assaults in FF11 (lebros caverns anyone lol) and WOTG mission with that scholar detonating mines i recall.



    Regarding the actual mini-game for
    a) gatherers - after a while, people tend to know what notch etc they need to use. Why not just build up automatic annotations on each notch as we discover things. It saves us having to look at third party websites. Include achievements for discovering all items etc.

    b) the crafters - the minigame doesnt cut it. I would rather have some form of Sphere Grid even with different routes to take so that I can manipulate any aspect of the item I am trying to make. After that the touch up aspect could remain to try and HQ. For example, say I wanted to make a Lance with uber accuracy but allign it with Water or Piercing I would need to pick my routes along the grid to emphasie those aspects. On the other hand say I wanted to to make a set of armour for the tank alligned to Fire so he could take less damage from Tiamat (;-x) I could focus on that. Of course I have no idea what blocks the progression on the grid. It might take 5 minutes to craft something but I would feel I have directly manipulated the outcome.




    Regarding Local Levequests - these should have a bearing on evolving the camp. Buildings/Tents should be erected and services offered. An inn, a chocobo pen, a garden, etc. Basically merge the hamlets idea into Camps. The Camps at the present time are really not immersive because they all look exactly the same. I would rather have come across smaller unique settlements like were put in the recent update. As an aside, allow for these constructed Camps to be raided by beastmen and garleans. Buildings can be damaged or destroyed, repaired or are built again when enough leves are processed. Camps should have the possibility to become as large as Hamlets. It seems absurd there is only one city and 2 hamlets in each region. I would love to come across Camps as big as say Owl's Nest in Coerthas. Allow more buildings to be erected and in turn add NPCs to the realm offering quests. Employ DoW/DoM support by making fully built up Camps housing an NPC who offers weaponskill quests or Trial of the Magian style quests for example. So basically, the DoW and DoM have an incentive to join in with protecting these settlements in the long term.



    Implement specialisations based upon city and/or beastmen allegiances. What I mean by this, is that is say I wanted to be a heretical goldsmith, I could head down to the Amaljaa equivalent of the goldsmith guild and work my way up its ranks while at the same time being expelled from the Uldah goldsmith guild. Instead of making fancy pants jewellery for nobles in Uldah I could learn how to make enchanted jewellery from Almaljaa. Or perhaps the Amaljaa goldsmith can process a certain ore that an Uldah one cannot, and vice versa. Basically encourage specialisations. Everyone can be a rank 50 goldsmith, but only 50% can be alligned to Uldah. This would help diversify the markets. I'm surprised SE didnt do this with the books/training.



    Implement recipe books, make it look like a book too, the UI is ugly
    Let us customise the recipe books to our liking or needs. Implement achievements. Each crafted thing adds one recipe page!


    Allow us to... Customise Recipes?....
    From the ridiculous a) swapping metal for moko grass when making a Haubergeon lol,
    to the more curious b) but what if I add a few raptor talons in my haubergeon recipe as well
    or the more item mixing thing of past FF's c) What happens if I toss an Ether and Potion into this Orange Juice?.... Do I get an MegaElixir?
    That would give crafting the sense of experimentation that the armoury system had initialy (before release who else was thinking hmmm if I boost my gladiator with x stat x element and x skill I can make an uber tank against a beast or a plantoid or a magic based mob etc etc)



    There is so much potential in crafting and in this game, and I sincerely hope Yoshi-P isnt going to go the easy way out and just turn it into FF11's crafting system which is circa 2002.... This game needs a "world" not a Themepark.
    (3)

  3. #13
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
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    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    +1 to the OP, the DoH idd need more love
    (0)

  4. #14
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Good ideas from OP.

    Only things i don't agree is that i do consider DoH/L adventurers. But they could have a different role since they're not meant to engage in combat, like creating passageways, finding traps, holdind the torch...basically the role of all those dudes at Indiana Jones parties that weren't him =P
    (1)

  5. #15
    Player

    Join Date
    Jul 2011
    Location
    My TARDIS type40
    Posts
    74
    i endorse this thread and the idea. mixed party and notorious craft / tree / ore.
    (0)

  6. #16
    Player
    RisaCooper's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    148
    Character
    Risa Cooper
    World
    Sargatanas
    Main Class
    Rogue Lv 58
    I like it, sounds awesome
    (0)
    ~~ sAnItY iS oVeRaTeD... ~~

  7. #17
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    More ideas:

    [SIZE="6"]The Garlean Invasion (Campaign)[/SIZE]
    We know it's coming, and if it's not it ought to be. (there's nothing more dissatisfying than playing a game for years set entirely on "the brink of war") There's just loads to talk about here, fun possibilities and ideas, the obvious ones involve combat classes, but I'm going to instead look at the less obvious, non-combat focused content.

    First things first, I'm going to base all of these ideas around the idea that these invasions would work in a way that's a cross between RIFT's Rift system, and FFXI's Campaign system. But most of these ideas could be applied regardless of what way they choose to tackle it. A mixture of small attacks and raids, with outpost control and less-frequent larger scale zone-wide invasions where Dreadnaughts are flying around and the music and lighting change, combined with a Campaign style ops.

    Let's not let the combat players have all the fun!
    • Resource Drive!
      This is a pretty obvious one, a la Campaign, resources should be integral to the war effort! We need a lot of transparency here though, it should be easy to see how the resources are distributed in any given area, what resources are needed, where they are needed etc. Disciples of the Land should be able to accept Ops at various locations to gather resources, which are then added to the total for the region. (For EXP and war credits) Possibly also allowing unwanted resources to be donated to the effort (as an alternative to being vendored.) When excess of certain resources are generated in one area, and needed in another, delivery OPs could be added, as well as convoy escort OPs for combat classes, that would, if successful, relocate those resources to wherever they are more needed.
    • Processing Resources
      Materials are useless in their raw forms, so put disciplines of the hand to work processing them into ingots/plates/string/leather/nails etc. These ops are made available as raw materials become available. Raw materials and resource processing should occur without these ops being complete, but only at a minimal rate that is required for bare minimum functionality within the camps. Resource processing would be best if it occurred at specific locations, be it hamlets or outposts with crafting facilities.
    • Industrial Centers
      As mentioned in the above note, it would be best to be wary of player distribution with the invasion content. Repairs are one thing, but it makes sense to have the processing of raw materials occur in a location with facilities. Ore processing ops for instanced offered in a larger outpost, camp or hamlet that has a refinery. Aside from a sense of believe-ability, it also accomplishes many other things. Prevents unnecessary amounts of running around (while a primary mechanic for DoL, this is not the case for DoH), provides key locations that are important to defend in the supply chain; adding depth, centralizes crafters; creating specific locations everyone acting as part of the war effort knows they can go to in order to get certain types of repairs. This is the option for the crafter that is focused on being part of the industrial machine, and mainly doing work in heavily populated areas.
    • Field Repairs
      For those crafters that are more interested in a little travel and exploration, ops offered to head out into the field and make repairs on outposts and NPC equipment should be offered regularly as needed by the war effort. Various classes will have different leves, to repair very different types of things, but that a-symmetry is what will give each a unique feel for their role in the war effort. Culinarians for instance, would have tasks to go to various camps and cook on the spot, and feed the hungry soldiers, as there are obviously no culinarian repairs.
    • Open the Way!
      Broken gates, destroyed bridges and rock-slides, as long as they never fully block off a path (but simply force players and NPCs to take longer routes) that require DoH and DoL presence to clear and repair, would be an excellent feature. The Garleans who would primarily drop troops off via airship would be less adversely affected by this, thus creating a very good reason for these missions to take high priority. Let miners do some blasting!
    • Salvaging the Parts
      After a battle, there's always a need to salvage any equipment, parts or weapons that may have been left behind. Whether it's parts from a crashed Garlean airship or merely weapons taken from allied corpses. As grim as it may be, it's an op that has its place.
    • Setting Traps
      Disciples of the Hand are often out and about the countryside, ops to set traps in key locations in order to thwart Garlean invasion would be the perfect opportunity for their trips through the land to contribute to the war efforts. These traps could be assembled by DoH at various locations and then transported and deployed by DoL during their gathering trips.
    • Reconnaissance
      Keeping tabs on the movements and number of Garlean attacks and encampments is important to everyone, updating the map so players can see where they are needed, and head off enemy invasions. Though these sorts of missions needn't be explicitly for DoL players, they are non-combat missions that would work well for the class. Players should be able to accept and report on these OPs through an NPC linkpearl (this should be the case for many OPs, to prevent what happened in XI, where a player would see something happening in Campaign that they could help with, such as a beastman delivery, or recon mission, but would not because they'd receive no reward without the OP previously accepted.)
    • To your Posts! Our role in Battle!
      When the fighting actually starts, there are roles that non-combatants would be more than apt to perform. Whether it's repairing battlements and cannons etc as needed, or setting traps, etc. There's more than a few ideas to come up with here.
    • Let's work Together!
      There are various ideas in my previous posts that could be adapted to use within the context of a campaign style system, and many of these ideas could be adapted to promote simultaneous play between adventurers, gatherers and crafters. Whether it be gathering resources while adventurers protect from Garlean raids, parts of destroyed bridges being salvaged by gatherers while crafters repair it, or what have you, there are many opportunities here. Using a public quest style system to promote cross class play, would be the most un-invasive way of introducing it to the player base, and warming everyone up to the idea.
    (1)

  8. 08-25-2011 01:38 PM

  9. 08-25-2011 01:41 PM

  10. #18
    Player

    Join Date
    Jul 2011
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    Quote Originally Posted by Perrin_Aybarra View Post
    I must say, I dreaded the wall of text when I clicked on this thread but you have some really good ideas there. I am not a crafter myself but I would most likely try it out a bit with these additions.



    For that, maybe there could be a posting board where crafters can put up delivery notice or adventurers can list themselves available for duty. The crafter could then hire the other player to go do his errand. They could kinda use the Leve interface but it would be player create : The crafter would choose the gil/item rewards upon completion.

    So it would be kinda of a 2 step quest for the crafter. 1st accept the delivery "quest/leve" from the counter, deleguate the mission to the adventurer. The adventurer comes back to the crafter, gives the "receipt" to the crafter and gets the reward listed by the crafter. The crafter gives his quest back to the counter and gets his reward.

    ^^

    Also, to be fair, maybe crafters and gatherers could start doing things like that on their own. Gatherers should shout for adventurers to come defend them while they gather around high level nodes, things like that, for a fee/hour. no?
    what a great idea in many ways, incorporate it into the current leve system or maybe replace ??? so that adventures need to get sooo many of a certain item from a mob,for a crafter... could have alomst all drops be given to different appropiate levels and would mix up the current boring 3 or so we have a choice from... crafter gets what he needs, adventurer gets a sp bum for his quests and it all has a useful point in the game.
    (0)

  11. #19
    Player
    Drazzan's Avatar
    Join Date
    Mar 2011
    Posts
    255
    Character
    Emmalynn Tsukiko
    World
    Gilgamesh
    Main Class
    Paladin Lv 70
    Great Thread. I hope to see this thread gain attention from the community and developers. Get some feedback on the subject. But I bet there isn't nearly enough drama on this thread to get the interest of the majority of posters. Seems like too many good threads get lost in the flood of pointless QQing before content release threads.
    (1)

  12. #20
    Player

    Join Date
    Aug 2011
    Posts
    45
    How about an adventure request board? someone posts what synth materials they want and a reward for that item. i know we already have the bazaar request thing but that only works if you have at least one of the item you are looking for and someone happens to see your character/retainer.

    I'm talking about a single point in every town (probably the adventures guild) where everyone can see what items people are looking (without needing to already have one) or can search by item to see if someone is looking for an item they already have. people can then adventure and hunt for the items that will reward them quickly and give more than selling to npc

    for the person who is seeking the material they would look through a list of materials of the same category and select the specific one they want. then are asked how many they are looking for and how much they will pay for each quality (nq to +3)
    (1)

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