It's tricky to find the perfect balance, it would be nice if some gear could be useful for doing dungeons with but it is true that dungeon gear easily outclasses anything that crafters could offer wherein crafters seem to only serve the purpose of vanity helpers wherein making HQs seem quite useless. We are currently in an ecosystem of crafters feeding off of crafters, gathererers supporting crafters and then those crafters feeding back into gatherers needs.
Airships have potential to offer more content however the long time in between makes it harder for it to have a noticeable influence on crafting/gathering. Quite honestly airships as they are now do serve as a hefty bit of content for DOH/DOL however the ease of completing the objective express a sense of how little "challenge" there is in actually succeeding in an objective.
Granted yes this would be unpopular for some as the amount of mats needed to make certain parts is crazy but a challenge aspect that could eb added would be for certain parts and materials to HAVE to be HQ in order to be used, that you can't just faceroll complete everything and turn it in.
Another gimmick that could serve to be more interesting than the dull favors could be a "dungeon exploration" system where you could explore a dungeon you've cleared in the mentality that this dungeon instance is now in a place in time in which there are no longer monster hordes nesting in it, giving you a chance to find new and interesting discoveries while offering a nice wide open space to explore.
Imagine a scenario where a DOL could go looking for 3 more to explore Satasha Exploration (15) *exploring Satasha after the lv 15 dungeon finished or Satasha Exploration (HM) exploring said dungeon after the HM was completed. It could be used to expand lore, to find unique items to make furniture or vanity and quite honestly it doesn't have to have any heay influence on gearing DOW/DOM but it would be a nice chunk of content that could add more rewards then the low amount of rewards that are currently in the game. Again there really is little incentive for CRP to gear up since all they have are pieces of gear to make other crafts better and the only "neat" thing they gain access to is a piece of furniture that requires a piece obtained from savage mode alexander to craft so we'll never see that as a common synth.


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