I think 8 crafting classes looks good on the UI, and a ninth one would just require more space in the armory chest. I'm more a fan of "thing you work on that isn't a class", like sightseeing logs, desynthesis, GC ranks, and postmoogle quests.
I think 8 crafting classes looks good on the UI, and a ninth one would just require more space in the armory chest. I'm more a fan of "thing you work on that isn't a class", like sightseeing logs, desynthesis, GC ranks, and postmoogle quests.
Inventory managment ftw.
............What?I'm more a fan of "thing you work on that isn't a class", like sightseeing logs, desynthesis, GC ranks, and postmoogle quests.
What I mean is, if you add an entirely new craft, you're going to have to add the entire system that goes along with it. You need to add unique materials and recipes for 60 levels, so that a player can level up the class properly. Are you going to spam paintings or low level enchants to get to that higher level? How can you flesh out these ideas to encompass the range that the current classes possess?
Its better for them, game system wise, to add new features to the existing crafting classes, rather than to add an entirely new one to the game at this point. If they did add a new class, especially one that was just for fun, it would be 99% busywork to level, and 1% fun when you got it to the level cap and geared it up.
Compare that to postmaster moogle questline, where you complete tasks and "level up", even receiving glamour rewards, but you don't have to sit there for hours spamming "letter delivery" levequests just to get the next quest. Or sightseeing log, which could have been developed into a gathering class of sorts, is instead a fun little activity you can jump right into without spending days spamming macros.
People have good ideas here, but I'd rather see these ideas implemented in a way that doesn't come across as more chores.
Last edited by Gunspec; 11-05-2015 at 07:19 AM.
Thats a matter of opinion dude. When fun is a factor then just about everything crafting related is boiled down to, do this to get this to make this, its already a chore. Besides, SE already added more features to crafting and what we got is scrips (which imo is a piece of Opo droppings). A new class gives more options for your character, that's another way to see it.
Why have one? Well I don't see a reason to not have a new one. Its like asking for a samurai class to have someone say, "They should work on our current classes and improve upon them instead of that". Too me it just feels like you don't want to spend time on new content in fear of grinding or more crafting classes in your current repertoire. The idea itself is just a way to increase your characters personalization options, and to me thats what matters best in an mmo.
Oh yes, and the painter class could easily be immigrated just because of its nature. Painters could also build schematics that other classes can use to make things, as well as use pictures for inspirational buffs. Hell, even paintings that give you buffs just by being in range of them. XIV also lacks a way to increase specific resistances like blunt slash and piercing. Perhaps your character perceiving a picture of a gladiator blocking fire from a dragon would pump up your character to increase your magic resistance and blocking skill.
Last edited by Kurogaea; 11-05-2015 at 03:13 PM.
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