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  1. #1
    Player

    Join Date
    Dec 2012
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    1,132
    Quote Originally Posted by Fenral View Post
    (...)
    This point of view has one big problem:

    - It's true that DoW and DoM will likely focus on gearing one job at a time, but then again, you only need 1 job to do ALL battle content. The same is not true for DoH and DoL.

    SE needs to stop designing content around the MB and instead design it around players. Keeping prices on the MB is a vicious cycle that only leads to people complaining that they can't make gil, which in turn leads SE to make items rarer to drive up the prices for people that make gil by farming mats.

    I love the ability to craft everything on a single crafter, yet have no interest in farming gil off of the MB and would be pretty happy if the damn thing was just removed from the game.
    (1)

  2. #2
    Player
    Fenral's Avatar
    Join Date
    Sep 2011
    Posts
    2,175
    Character
    W'fharl Tia
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Gilthas View Post
    snip
    Not having a Market Board at all was one of 1.0's biggest problems, especially since buying gear from other players was the only way to gear after level 20. When you get right down to it, it's really just another way for players to interact.

    While it may not appeal to you, omnicrafting made it too easy for players to profit by selling items below what it cost non-omnicrafters to make them in the first place, creating an artificial barrier to entry that more or less turned crafting into "omni or nothing," which further lessened the appeal of crafting, which further reduced the number of players doing it, allowing a small number of players to dominate the market. You'd see the same names on everything being sold.

    I believe the intent of the current system is to make it easier for more players to produce fewer items, instead of allowing a few players producing in bulk to dominate the economy. This increases the appeal of crafting to players who only have time to specialize in one or two classes, ultimately increasing the overall accessibility of the economy, making things cheaper for everyone. You will, eventually, be able to craft everything yourself again, but being able to at launch with 2.0 was a problem that's had two years to escalate.

    They misstepped in one or three places at 3.0 launch, but if the upcoming adjustments to red scrips make it easier for specialists instead of punishing them, I believe it will be a step in the right direction.

    Quote Originally Posted by Nanga View Post
    So, not only are crafters gated behind the things I already mentioned but crafters are ALSO gated behind combat classes gearing up in order to get mats for the crafters. Yet another gate. How many gates do the combat classes have which rely on crafters currently?
    Unlike 1.0, which made you a bystander and gave you a proxy character to fight for you in Main Scenario quests, crafting in 2.0 was only ever intended as a supplement to combat classes. Wait for the new relic. If it's anything like the first one, there will be plenty of crafting requirements involved.

    And I realize I said a lot in my earlier post, but it will probably only take about a month or two for omnicrafter gearing to be possible, not an entire year, and even then that's assuming you still feel the need to buy all eight sets of crafted AF2 and perfectly meld them, which isn't actually necessary for the master recipes, just makes them much less reliant on RNG. Red scrips will also be uncapped at some point, allowing you to get the rest without buying the crafted versions, but obviously they can't uncap from the get-go.

    They're still trying to find a balance that will let "casual" (your word) players feel like they can keep up while also keeping the truly frightening players from accomplishing everything immediately and cornering the market. They've also pretty much acknowledged that the current system is hampering the former more than intended, which is why adjustments are happening.
    (2)
    Last edited by Fenral; 07-29-2015 at 09:58 AM.

  3. #3
    Player
    GunnarWolfram's Avatar
    Join Date
    Aug 2013
    Posts
    79
    Character
    Gunnar Wolfram
    World
    Cactuar
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Fenral View Post
    Unlike 1.0, which made you a bystander and gave you a proxy character to fight for you in Main Scenario quests, crafting in 2.0 was only ever intended as a supplement to combat classes. Wait for the new relic. If it's anything like the first one, there will be plenty of crafting requirements involved.
    Yeah it was made clear that it was to supplement combat classes, but at least in 1.0 I felt needed, I had a reason to craft and my linkshell members needed me to provide them with Glues and Dyes throughout the game. Right now the way crafting and gathering are set up is to make money and that money is pointless because the only things you would want to spend money on are for crafting and gathering gear. glamour/minions, and housing. Raid minded people have no reason to spend money in 3.0 for anything that crafters make and the raid content is why a majority of people play this game.

    All gatherers and crafters are asking for is a reason to spend this time and effort and SE has make it very hard at this current time. There was hope for change and it didnt come in a positive direction, but a negative one. And no-one would care about omnicrafting if there was a legit reason to level one class. At this time that has yet to be realized.
    (2)

  4. #4
    Player
    Xerius's Avatar
    Join Date
    Aug 2012
    Location
    Ul'dah
    Posts
    191
    Character
    Xerius Falconbridge
    World
    Exodus
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by GunnarWolfram View Post
    Yeah it was made clear that it was to supplement combat classes, but at least in 1.0 I felt needed.
    If memory serves, crafted gear with melds was BIS in 1.0.

    The issue seems to be flying over everyone's heads that doesn't craft/gather though. We're not asking for gear to be BIS. We're not even asking for it to be competitive with raid gear. We're just saying that in the current system there is absolutely no reason for a crafter to make DoW/DoM gear at all. If you were to even attempt it you'd lose millions of gear. Even in months to come, why would you buy crafted gear for several millions? If you're a DoW/DoM you'll have half of you esoteric gear by then and the strats for all the endgame will be set. It doesn't matter how rare an item is if it has no purpose and no amount of adjustments to scrips is going to fix that. I don't think that they realize that more circulating gil is going to increase prices of gear, that no one wants to buy in the first place.
    (2)