


[dev1017] Netflix ..now with Modern Warfare 2 Team Deathmatch!I don't know of a crafting process that does NOT allow me to watch Netflix while crafting. Hell, I even play MW2 team death match while crafting.
Even EQ2's crafting process, which is FAR more involved than XIVs allows for you to not pay 100% attention. You don't need to have to pay absolute, unwavering full attention while crafting.
I have a few ideas that I would like to see when crafting. My mentality is that they made the crafting classes their own separate class for a reason, mostly so that you would have to put the time and dedication into that particular craft. That being said, it appears that some people would just want a click and go system just so that they get that chore of crafting done.
I think that the crafting process should be more interactive then the current system. I was looking at the suggestion that Jahagwa linked to, and that would be fun at first, but I would find that very tedious to do after a few crafts. I think that something that Jahagwa displayed would be nice as a repeatable daily guild quest where the guild’s apprentice had disappeared and they need your help tending to the fire of the forge. For the example of blacksmithing, they could have you try to keep the temperature of the forge at a certain temperature (They could even use the real melting point of materials for all I care) by adding coal and additional air to the forge to keep it hot. Then you would be rated at how well you did at the job and be paid a small amount of compensation (hopefully guild marks).
What I see for the main crafting system itself would be an interactive variant of the current system. Instead of selecting, standard, rapid, bold synthesis, and later on hasty hand, you would only have this option at the very beginning. Each selection would have a different variation of crafting time. For instance, rapid 15 seconds, standard 30 seconds, bold 45 seconds, and hasty hand as a no time. When the user makes a selection the synthesis game would commence. I envision it to be an energy orb that has a circular containment field with various control points around the containment field. The energy orb would have the tendency to move closer to the edges of the containment field, and the goal would be to keep the orb as center as possible by clicking on the various control points. The time limit based on the synthesis choice would be divided up in 5 or so segments. Each time the synthesis got to one of the segments, you would be graded on how well you had the energy orb at the center. If you did well you would get quality increases and if you did poorly, durability would decrease and the stability of the energy orb would be affected.
In the meantime, you could interactively add any special abilities, using them as actions, which you have obtained to aid in the stability of the energy orb or add quality modifiers. Also, dependent on how far above or below your crafting rank is in comparison to the item crafted would affect the stability. Something that was 5 or more levels above would be more unstable then something you were 10 levels above. I think a system like this could appeal to most people as they can play the game if they wanted to, or avoid it all together with the hasty hand ability, which I feel should be adjusted to a lower rank (like rank 10) and restricted to classes that have that acquired rank.
Also, I feel the selection of primary and secondary weapons during crafting should be eliminated. I think instead that they should increase the amount of secondary weapons, and depending on the secondary weapon equipped would help improve the synthesis. For example, if we took the weaver class and added scissors, a loom, and possibly a mannequin as secondary weapons, these items could be used to assist most of the weaver’s class. It would make sense to using the current spinning wheel to make yarn, the loom to make cloth, scissors for cutting the cloth into shape, and the mannequin to ensure that when the gear is all assembled, looks right.
I think the one thing that bothers me the most with the current crafting system is when I get 0 durability, but I reached 100% complete on the crafting bar. I think instead of losing the item all together in this situation, the user should be able to acquire the completed item still, but at a penalty; either with a lower yield of items or -1 armor.
The last thing I had in mind, but I would probably be the only one that would enjoy it, is when you completely botch the synthesis, instead of you losing the items completely, you have the opportunity to reacquire your materials through another mini game. I was thinking that when you failed miserably, just when the item was about to break, a moogle or an opo-opo, steals your crafting items, and you have to chase him down in town to try to get the items back. If they get too far away, they would disappear off the map, causing you to lose your items.
Sorry for the wall of text, but I figured this might cause some more constructive criticism and more brainstorming.


I watched 16 seasons of TV on netflix to get me through my 20s in 7 crafts.
It is boring but on the other hand I think auto-crafting (like the one in Aion) is stupid. (Start Craft -> Go to bed -> +20 levels in the morning)
Adding bulk crafting on low rank recipes, especially crystals, might be nice though.
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