That's possible but it will be Airship, not FC. There are 4 Airships you can unlock (I know because we have that many. There may be more) I don't see us having 4 exploration missions on the go at once. We are still going to be sending our Airships out.
http://na.finalfantasyxiv.com/lodestone/character/1445972/
What I am worried about is we can't have airship ventures out in the clouds and then people wanting to go on explorations. I.e. the gathering of materia etc is more or less stalled indefinitely. My FC will be probably running two to three airship parties during the peak hours so we probably will only be able to send out two of the four ships on ventures during the week due to the fact they typically take 30+ hours to return.
I like this change. But still, I think it's not enough. It now guarantees 1 ooid for 1 favor. But what I want is a guarantee of 2 or 3!!!
Also, the fact that 1800 law tomes can exchange for 15 Purified Coke means we crafters now pay BOTH gatherers & raiders. But we still have NOTHING to sell to them!!
Congrats, everyone! End-game crafting is still gonna drain all our gil, but we have no means to earn it back yet unless we make money from other crafters! LOL!
Money flow:
Crafters --> Gatherers
Crafters --> Raiders
Crafters --> Crafters
There's no indication yet that specialization will be detrimental to omni-crafters, but all of this is going to depend on player feedback. All of the current changes that have been happening (scrip lockouts, specialization) have been responses to complaints about the accessibility of crafting (including the fact that a new crafter supposedly cannot compete with an omni-crater and will be forced out of the market, which is false as I've mentioned).More than that, it boils down to the fact that SE hasn't really liked omnicrafting for awhile, from what I gather. They've never been good at designing recipe balance to combat it , and they took a number of steps throughout ARR to try to curb its influence (through the addition of more and more grind), but they weren't really successful because the level 50 skills were simply too good and too essential. It's likely that they never really intended for omnicrafting to be essential as it was in 2.0, but they didn't want to rock the boat outside of an expansion.
This has been a concern for the developers for a while, so back in 2.4, they seemingly came to the conclusion that having all classes should be the norm. They introduced BIS multi-class gear with extra meld slots and low meld caps. Leveling was already previously sped up through leve quests as well. The idea was that each crafter would progress through each class over a course of around 2 weeks, which would temporarily give crafters with specific classes advantages in the market.
However, as a result, they also greatly increased the difficulty of crafting and even introduced crafts like the master book ii tokens, which effectively forced out crafters who had all classes, but were unable to come up with an effective strategy. Take a guess as to what kind of feedback the developers got.
Last edited by MN_14; 11-08-2015 at 11:46 AM.
Pretty much. Also look at the crafting melds vs the gathering melds. For my i150 gatherer gear, I used up a total of 800k worth of melds, whereas my i150 crafter gear required 12 million in melds.
There's an obvious agenda going on here....
Also, all the plot about bad monetarists in 2.5 was all a great dig at us.
I could had sworn that it was 1 not 15 coke per 1800 law. The patch notes never said an amount. So it's safe to say it's 1. So people need 9000 law to have enough for 1 mat. Trust me I hope ur right thou but I didn't see that amount in the notes?
True. I also understood it's 1800 law for 5 coke, for instance.
I do worry about the direction of crafting and look forward to see how the changes play out through 3.1. As someone said above, players hit level 50 crafts but had no clue how to do the master II books. I find with many crafters that are leveled up and geared out is a lack of imagination to tackle a new crafting rotation. Most new crafts take me about an hour or two with pen, paper and 10 key to work out a solid rotation. As for the MB when it was flooded with crafters that could make most things at the end of 2.55, there was never a lack of market demand, players again failed to fully look at all parts of the MB. We often looked at only the new shiny crafts but we forget about other sections of the market that remain undeserved. It feels like SE is trying to fix this lack of imagination in the wrong way.
The one remaining item that bothers me is that the early adopters of the red scrips system will take a hit gil wise. On one side, what they are doing will help to get the markets moving again, on the flip side with the drop in prices from competition and increased supply will make it harder for early adopters to get a return on investment of their gil. Leads to a lack of motivation to be an early adopter in patch 3.2.
Last edited by Millen1; 11-08-2015 at 05:59 AM.
I think the developers have been trying to fix this. What went wrong in ARR was that most crafters were using RNG free macros to do their 1* and 2* crafts. When 3* crafts came around, they hadn't actually mastered crafting yet. Fortunately, level 51-60 crafts are like lite versions of master recipes, so that's probably supposed to tackle the skill issue.As someone said above, players hit level 50 crafts but had no clue how to do the master II books. I find with many crafters that are leveled up and geared out is a lack of imagination to tackle a new crafting rotation. Most new crafts take me about an hour or two with pen, paper and 10 key to work out a solid rotation.
This is a bit of a generalization, but when the master book ii turn ins were released, many crafters did the following:
1. Take a pre-existing documented rotation and follow it exactly to a tee. If your rotation consists of 2 RS and 10 HT, your expected inner quiet stack is going to be 8.6, which is nowhere close to 11. It's mind boggling that a crafter would continue doing this, while cursing RNG. The odds are heavily stacked against you, so it takes extremely good luck to nail every single RS and HT.
2. They were forced into reclaiming excessively, leading to complaints about lost FC3s and the incredible cost of these books.
What they should have done:
1. Figure out an effective theoretical rotation that can get you 11 stacks of inner quiet under average RNG. That is only possible using master's mend 2 twice for 13 touch attempts (with 2 RS and 13 HT, you get an average of 11 IQ stacks).
2. Assess it's feasibility and use a strategy that maximizes your chances of using mm2 twice. This means CP conservation, so ingenuity 2 must be thrown out. Also, no basic touches should be used on excellent conditions that pop up.
I found that it was possible to use master's mend 2 twice around 50% of the time on master book 2 tokens and 70% of the time on 4* recipes. Requiring excessive use of reclaim was nothing more than a myth.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.