Introducing "Scrips" for Crafters and Gatherers?
Please tell us about the new specialization elements for crafting.
Y: Well first I'd like to talk about some of the basic policies for crafter and gatherer updates as we move towards Heavensward.
Go on.
Y: FFXIV has adopted the Armoury system which is quite different from other MMORPGs in that it allows one player to be anything. However, for crafters up until patch 2.5, rather than the system allowing you to be any of them, to a large extent for more hardcore crafters it required you to be all of them. If you worked on it steadily over time, it wasn't too challenging to grow each crafting class to level 50; however, since it's an MMORPG, we thought that we should slow some things down. However, as we started adding in higher difficulty recipes, such as the ones that require special books to learn, it got to an extreme situation where you had to have full equipment and everything leveled up. So while this was rewarding economincally, we recognizes that it was a tough situation for players who just wanted to have some fun while making products to sell. So we want to go back to the original plan that it's something to do at your own pace, so that's the policy at the heart of our updates with specialists.
What about for gatherers?
Y: Although there won't be a specialist system for gathering, the advantages and disadvantages of gatherer are related to the maximum number of items you can collect, so everyone would go after the same items creating a surplus. As a result, it gets to a point where it's difficult to gather any items that crafters can use to make items useful for battle content. To increase the value of crafted items and implement the a system for materia, we need to create some differences between individual gatherers. We don't want gil alone to be able to create a strong player, but it's also not good for balance if only battle content drops are the strongest, so we want to work on adjusting this balance gradually.
Makes sense.
Y: For people that put a lot of time into it, one of the goals of Heavensward and later the patch 3.X series is that they will have a greater economic contribution. One of the new systems is the concept of Specialsts for crafter classes. Like before, it will still be possible to develop all of the crafter classes without limit to level 60. After you finish training, you'll be able to choose a profession to qualify as a Specialist which may provide a special action or special recipes. It will also be possible to choose multiple specializations.
Will you be able to switch Specialist qualifications?
Y: You will be able to switch but it will take some time.
It sounds like things will be shaken up quite a bit for crafters and gatherers.
Y: We want to narrow down people's focus so that rather than wanting to do everything, they instead want to focus on really working on refining just one class. In Heavensward, we'll also be implementing a mechanism like Allagan Tomestones for crafters and gatherers in addition to battle classes, so that you'll have another way to acquiare new equipment and collect items.
Will it have a name like... Allagan Tomestone of Farming?
Y: This is tentative, but we're calling the crafter currency "red coins" and "blue coins." Unlike retainer venture tokens, these aren't actual items, but rather they will be stored in counters like Allagan Tomestones. Right now, the only way to get the best parameters to try the toughest recipes and gathering points is through forbidden materia melding. For those who are aiming for the top, we'll leave the fastest route to be the same as it is now, but we'll have a second option for those players who keep coming back each day with this scrip system to create a variety of ways to specialize crafters and gatherers.
How will you obtain the new currency?
Y: There will be content implemented in Heavensward which makes non-HQ items useful for something. The currency will be collected through a new concept called "collection goods."
What kind of useful non-HQ items will you be adding for gatherers?
Y: For gatherers, we'll focus on the lore for each region to allow for a rare item to be collected in a certain area out in the field. It'll be tough to find the items if you don't know the lore.
I imagine the new currency will be involved in acquiring the lore?
Y: Yes. There will also be a "talisman" system that we'll be adding. By using the talisman, hidden gathering nodes will show up. This is one of the things we'll use to specialize gatherers, as there will be different talismans for each region, which will increase the individual differences between each gatherer.
In the past you've used these for teleportation, will it be an item like that?
Y: If you use the talisman, a special buff will be given which will allow you to find special gathering nodes as long as the effect is active, it will be something like that.
So you expect that different players will be collecting a variety of rare items from different locations.
Y: We want to expand the variety of gathered items horizontally while leaving the apex in the same place that you can get to over time. As a result, we think there will be more value in items that both gatherers and crafters can produce. We'll be implementing these systems with Heavensward and we'll work throughout the patch 3.X series to achieve balance.
Will company crafting be related to these new systems?
Y: It's likely that materials you'll need, such as for airships, will be items obtained from locations like those.