i love workshop. but i dislike having to round up 3 people everytime. people are busy i dont wan't to bug them. plus its harder for smaller FC's to always find 3 available people
i love workshop. but i dislike having to round up 3 people everytime. people are busy i dont wan't to bug them. plus its harder for smaller FC's to always find 3 available people
I want to craft alone as well. Not bore 3 friends to stand there doing nothing while I press the same button over and over.
This topic was created almost 2 years ago. We got official response at this time: 01-20-2016 09:39 PM. And we heard exactly NOTHING since. I fail to understand why its not removed already. There is absolutely no reason whatsoever to have this obstacle still in place.![]()
Agreed. It isn't a problem finding 3 other people in my FC even to ask to sit in the workshop that's the problem. The problem is asking them to intentionally do nothing for about an hour or so and practically sit in the FC workshop while I turn everything in.
If they at least removed the crappy exp gain and the class/level restrictions for turn-ins, I could at least divide up the mats so that we can turn-in things in parallel shortening the overall time spent in there. Some people in my FC do some crafting, but no one else is an omni-crafter meaning I'm usually the only one that can turn-in mats currently even if I did try to divide up the turn-ins. Besides... why shouldn't a non-crafter be able to buy something off of the MB and contribute it directly?
Logically speaking when you add to the workshop quota what you're doing is actually performing the action to X part. So for a blacksmith it's not just you making the materials but then also using your skill to attach said materials to what you're currently making.
I think needing 3 others is a necessary evil as it prevents people who buy solo houses from just having a solo FC and owning a FC house and having the FC workshop all to themselves. If it was like that it be much harder to tell the difference between a solo home owner and one who had 1 friend help them invite their mules to their faux FC so they could use the workshop for themselves (on top of the 4 airships they would also have access to).
Rather than ask them to remove the need for 3 others we should focus on a way to allow the 3 other members to have an influence over the results of the recipe.
There could be mini-games introduced that are completely optional but have the opportunity to improve the % in which you can save materials. Designate 1 person as the handing them in and the other 3 perform task on the proper class to use the materials in question efficiently, if they reach 0 with the materials then they don't gain back any of the materials but if they manage to complete the task with leftover materials they are put in a pool that can be retrieved once the recipe is finished or cancelled.
I think if you don't want your friends to be bored, rather than find a way to turn workshops into a complete single player experience, come up with ways they could make it more interactive.
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One more edit.
There are 8 crafts in the game, as it stands Culinary does get the shaft when it comes to the current workshop items. What SE could actually do is improve the interaction with the workshop by allowing a full party of 8 the opportunity to be the most efficient with their materials as possible.
First change I would make it have it where the workshop now takes items out of the FC chest rather than needing them to be input manually, this would save a lot of the tedious interaction since as it stands now the xp gains are pretty worthless.
Second when you engage in a recipe it confirms that you have all the required mats before executing it however before you execute the craft it confirms each person's current class and commits it for the process.
Then the mini-game commence, each class of the proper type works to make X material efficient to save materials or even double the quantity of the current recipe.
Basically the process could come down to either regaining 1/3 materials or creating 2 of X item in one sitting. Maybe even HQ or HQ+
With Culinary they would have the unique game-play aspect and maybe Alchemy as well, offhand I can't recall how many recipes require alchemy but basically Culinary could have unique foods that work for workshops only that give your allies an edge when being efficient with materials, while alchemist could have special vials that work to increase the quality of the materials being used.
What hurts workshops the most is lack of real control over the outcome of each step, even 100/100 doesn't guarantee a better progress result so you're at a point where it's like there is 0 point in making HQ because it's all a crap shoot when it comes to saving on materials.
Workshops need a restructuring to give them more interaction, not less.
Last edited by Airget; 10-21-2017 at 11:33 PM.
I agree with you, It would be a much better system if they all had to do something too. They also already have the solution as they could do something similar to what they did with synergy in FFXI. With all players actually receiving exp towards their craft(scrips if capped).Logically speaking when you add to the workshop quota what you're doing is actually performing the action to X part. So for a blacksmith it's not just you making the materials but then also using your skill to attach said materials to what you're currently making...................
To be honest the workshop is another failed idea brought from 11. It's like they looked at synergy and started to copy it and thought nah too complicated just add four people. It's the same with Diadem (Abbysea without the fun) or Palace of the Dead(Nyzul Isle without anything interesting).
This system does not prevent that from happening. It just makes it so they do everything on their own and then have to get 3 more players to join them when pressing the button.
The 3 other people making up the light party to progress don't have to be part of the FC. That solo player just has to jump through the hoop of shouting in the Goblet/Lavender Beds/Mist to get 3 randoms to help.I think needing 3 others is a necessary evil as it prevents people who buy solo houses from just having a solo FC and owning a FC house and having the FC workshop all to themselves. If it was like that it be much harder to tell the difference between a solo home owner and one who had 1 friend help them invite their mules to their faux FC so they could use the workshop for themselves (on top of the 4 airships they would also have access to).
In my FC, which isn't a solo FC, it already feels like pulling nails just to get 3 members to the company workshop. Having some kind of gimmick minigame would make that even more annoying to do. As long as it remains optional, then I'd be just fine with it.Originally Posted by Airget
Rather than ask them to remove the need for 3 others we should focus on a way to allow the 3 other members to have an influence over the results of the recipe.
There could be mini-games introduced that are completely optional but have the opportunity to improve the % in which you can save materials. Designate 1 person as the handing them in and the other 3 perform task on the proper class to use the materials in question efficiently, if they reach 0 with the materials then they don't gain back any of the materials but if they manage to complete the task with leftover materials they are put in a pool that can be retrieved once the recipe is finished or cancelled.
I think if you don't want your friends to be bored, rather than find a way to turn workshops into a complete single player experience, come up with ways they could make it more interactive.
A mini-game is just lame, and forced. Just drop the party requirement already and make FC crafters happy.
Remove the restriction on contributing materials to ALL stages of a project, as well. Make it so that you can't even begin the synth until all materials have been submitted.
Not even.
I have my own company and have never really had an issue making anything, (I have multiple friends doing the same) in my solo company, i have friends to help, or i may even offer a reward for assistance, and at one point i owned seven companies in my ward all with houses, just to house all my Airships, and I have a lot of airships, I can tell you they make you MILLIONS of Gil, so workshop crafting wont matter in that respect to owning solo companies. It makes sense to remove the light party requirement, no matter how you argue it.
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