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  1. #1
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82

    Introduction of new synthesis concepts: Revision of battle loot and quest rewards.

    In the Letter of the Producer, this is said:

    Ability to obtain weapons and armor via battle loot and quest rewards
    While I can see why the change is being made, I have one particular issue with this concept: What happens to Crafting?

    Essentially, to make sure that crafting in this game is relevant, their services should be needed. They should be able to make a difference, otherwise there is no point to having them, at least as a 'real' classes. Their greatest functions so far have been the ability to make most items in the game (almost exclusively), as well as using their services as the only way to repair your equipment to it's full 100% condition.

    However, with the recent change in ideology to shift the acquisition of equipment towards quests and other NPC-based features, crafters will sooner or later be faced with the harsh reality; they are no longer needed in the game if nothing is done about the issue. They can still repair equipment to 100%, sure, but that is hardly something worthy of being proud of or in any way a good enough reason alone to stick to being a crafter. The Disciples of Land are facing the same fate as well, although less so.

    Therefore I would like hearing what the development team has to say about this issue, and whether their plans to introduce new synthesis concepts take into account the fact that their other changes are ruining the game for crafters, little by little?

    Secondly, I would like to discuss with the community what they could do to address the issue for the time being, and if both systems can co-exist together.

    Something I've seen talked about in other forums is a feature to enhance current equipment even further through crafting. Essentially, you could get by without having to buy your equipment from a crafter via questing and such, but by using the services of crafters you could also enhance the equipment you gained from questing or bought from crafters. The enhancement could include higher wear status, improvements to existing stats of the equipment or new additional effects. I'm not sure if the enhancement should be made temporary, but if so, the rate at which the effects disappear should be made a) very slow (weeks perhaps) and b) instant. By instant I mean that the effects wouldn't decrease 'over-time' but once the enhancement wears off, you lose all the beneficial stats- at once, not little by little as the enhancement's power weakens. The main purpose of this system would be to make crafters relevant, needed, and at the same time not make it too inconvenient and bothersome for those that have their items enhanced.

    Further ideas are welcome, as well as feedback about my suggestion.

    EDIT: Also, this thread is totally in the wrong section! Feel free to move it.
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    Last edited by Betelgeuzah; 03-10-2011 at 09:43 PM.

  2. #2
    Player
    Onidemon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Betelgeuzah View Post
    In the Letter of the Producer, this is said:



    While I can see why the change is being made, I have one particular issue with this concept: What happens to Crafting?




    Essentially, to make sure that crafting in this game is relevant, their services should be needed. They should be able to make a difference, otherwise there is no point to having them, at least as a 'real' classes. Their greatest functions so far have been the ability to make most items in the game (almost exclusively), as well as using their services as the only way to repair your equipment to it's full 100% condition.

    However, with the recent change in ideology to shift the acquisition of equipment towards quests and other NPC-based features, crafters will sooner or later be faced with the harsh reality; they are no longer needed in the game if nothing is done about the issue. They can still repair equipment to 100%, sure, but that is hardly something worthy of being proud of or in any way a good enough reason alone to stick to being a crafter. The Disciples of Land are facing the same fate as well, although less so.

    Therefore I would like hearing what the development team has to say about this issue, and whether their plans to introduce new synthesis concepts take into account the fact that their other changes are ruining the game for crafters, little by little?

    Secondly, I would like to discuss with the community what they could do to address the issue for the time being, and if both systems can co-exist together.

    Something I've seen talked about in other forums is a feature to enhance current equipment even further through crafting. Essentially, you could get by without having to buy your equipment from a crafter via questing and such, but by using the services of crafters you could also enhance the equipment you gained from questing or bought from crafters. The enhancement could include higher wear status, improvements to existing stats of the equipment or new additional effects. I'm not sure if the enhancement should be made temporary, but if so, the rate at which the effects disappear should be made a) very slow (weeks perhaps) and b) instant. By instant I mean that the effects wouldn't decrease 'over-time' but once the enhancement wears off, you lose all the beneficial stats- at once, not little by little as the enhancement's power weakens. The main purpose of this system would be to make crafters relevant, needed, and at the same time not make it too inconvenient and bothersome for those that have their items enhanced.

    Further ideas are welcome, as well as feedback about my suggestion.

    EDIT: Also, this thread is totally in the wrong section! Feel free to move it.
    What about bound on equip and bound on pick up items? most rare or higher quality items should be bound to the character when equipped. This way those items will not return to the markets once bought and crafters will be needed to make more of these!

    Bound on pick up would be needed for very rare/epic items obtained in dungeons or some bosses...NM. It would be a shame if these items could be sold in the markets, removing the need for other players to go do these dungeons or defeat those NM for that item since they can just purchase it.

    Also if rare items are not untradable or get bound to ur character when picked up.... they won't become so rare in the long run...
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  3. #3
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    That could happen when a piece of equipment is enhanced. Instead of making it so the enhancement wears over time, they could simply make it rare/exclusive to remove it from circulation. I don't know why I didn't think of it before, either way that's a good suggestion imo. Not to mention that quests like this should be unrepeatable so that every player can obtain one piece of gear from the quest, but once enhanced crafters are needed to make more pieces for circulation.

    Brilliant.

    Also this thread is still in the wrong section ; ;
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