Hmm strange I seen other change their title, no prob though I guess if its in the tag it will pic it up.
Hmm strange I seen other change their title, no prob though I guess if its in the tag it will pic it up.
Before patch there were several times that a city or two didn't have leves in my range to do. Even Ul'dah on the Alch leves there were times that the L40 (Provisioning Broken Water) wouldn't be available but instead would be a L30 or so version of the Provisioning Broken Water or sometimes not even that. Plenty of times in Ul'dah the only choice of leves I had for L35+ Alch were the L1-25 leves. So yes, before patch the leve choices were not always there.
True now after patch you can get the leve again after doing it but this hardly makes up for the lack of leves in people's range. Right now if I wanted to do 8 L40 Alch leves to simulate getting 8 Alch leves per reset I would have to:
1) Grab "Provisioning Broken Water"
2) Complete the leve
3) Travel by choco or teleport to Broken Water and turn the leve in
4) Return to Ul'dah
5) Rinse and repeat another 7 times since it is currently the only L40 Alch leve I have come across from all 3 cities.
Crafters and Gatherers shouldn't have to resort to such extremes just to get their EXP. I should be able to at L37 Alch, fill out my Locals with mostly L35-40 and maybe some L30's to 8/8 to have my EXP until next time. I should not have to repeatedly grab 1 leve for my level range just to get the effect of having 8 choices of leves. This is the problem, leves are not balanced for DoH and DoL.
I have on numerous occasions gone to the counter to accept crafting leves and there were none available for my craft in my level range section. I simply get the message telling me there are none left.
This was as recently as yesterday, so it was not just pre-patch.
I think perhaps SE could do like battle leve, let us add in the difficulty of the leve by +3, +6 etc, that way we can have higher level leve. Also, if we do crafting leve, would it be possible to hand over the finished quest leve to the counter instead of running about to hand over the quest to the requested. I had to create an excel sheet to keep track of this. Or can just put all same range leve in 1 camp? Eg level 20's all in camp A and level 30's all in camp B. Thanks.
It always seemed odd to me that we turn in crafts all the way to 50 at all different camp locations, regardless of our level. It would seem to make more sense if the leve turn ins camp locations matched the levels we have to craft the items at.I think perhaps SE could do like battle leve, let us add in the difficulty of the leve by +3, +6 etc, that way we can have higher level leve. Also, if we do crafting leve, would it be possible to hand over the finished quest leve to the counter instead of running about to hand over the quest to the requested. I had to create an excel sheet to keep track of this. Or can just put all same range leve in 1 camp? Eg level 20's all in camp A and level 30's all in camp B. Thanks.
Yup, that's what I was thinking. SE should put all in one place.. I want to finish leves, not running here and there like a chore. ^^;
First, OP: THANK YOU. It's really frustrating to see so many people complaining about battle being too easy to level when crafters still can't get reasonable leves. To put this into perspective, there are more crafting classes than there are battle ones. Yet crafting gets screwed over in ways that would never be acceptable for battle classes. Speaking of...
Thankyouthankyouthankyou. Why is this not in every post that has anything to do with crafting?
I mean, let's translate this into the battle system: imagine if your chance of being able to kill particular monsters was based on the traits/abilities you bought from the Thaumaturge's Guild (or insert other DoW/DoM guild) - oh, and also some of those monsters are below level 20, when you can even start getting those guild marks. People would have gathered outside the SE offices with torches and pitchforks. Then an update comes along that abolishes that system.. but leves still use the old monsters, so that when you're doing your leves, it's as if the update never happened.
More important than the outrage that would come from these systems is the fact that they're not in place because the developers know what a convoluted nonsense system that would be. So what makes it acceptable for crafting?
Sorry if I'm going over the top a bit, but I am doing a local leve as I type this.. seriously.
this thread is actually gold, trully it address the issue at hand. i would also like a dev response to this
Last edited by Bearforce; 10-12-2011 at 03:27 PM. Reason: emphasis
I was so ecstatic about your last point that I skimmed over these before, and I wanted to address them.. because I don't understand them.
Not to be dramatic about this but.. GOOD GOD, WHY?!(I think it would be neat if you could only pic up Fishing leves in Limsa, Logging in Gridania and Mining in Uldah)
3) I would like to see local leves picked up and handed in to the actual crafting guild instead.
(this would mean that for example a leather worker could only pick up leves in Gridania, but would help spread the population to other cities a bit)
On one hand, you seem to be about equal and reasonable distribution of leves, and then you want to restrict it by city. From a storyline mode, this makes no sense - why does no one have any goldsmithing needs in Limsa Lominsa or Gridania? Now, I wouldn't sacrifice gameplay for the sake of story.. but it has no gameplay benefit either. In fact, in the case of fieldcraft, it's worse, as you can only gather particular materials in certain regions.
I mean, do you think that Archers should only be able to do battlecraft leves in Gridania simply because the guild is there? I don't really see any jump in logic there. Sure, all of the DoW/DoM leves are grouped now, but using your ideal local leve system, it should use the guild instead, and therefore should only be available in that city.
It's also not so much spreading people out as it is segregating them. Many people focus on one or two crafts, and if they can only get leves in one city, it doesn't do them much good to hang around the others. So you won't see many weavers in Gridania the same way you won't see many carpenters in Limsa Lominsa. Then you just end up with everyone in the same place, looking the same, doing the same thing. And I doubt that's what you had in mind when you wanted to spread out the population. There may be other, more subtle ways to accomplish that, but I don't think this is it.
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