Never ending wonderful story.
Never ending wonderful story.
Last edited by Arthur_Rivendell; 12-26-2015 at 03:10 AM.
They implemented specialist and now have to stick to it because they can't or won't admit they F'ed up
Why do you have time and money to develop this kind of system that have no benefits to crafters but pointless limitation? I never used those specialist skills.
Why don't you use those people and resource to make a better relic weapon grind? What is the point of farming Alex Normal? Kill time?
Why do you think that you should be the god to balance the wealth while not market? Whats wrong for crafters to earn gil from market? Rich is evil?
Why you guys always try to limit and annoy ppl while not give them fun?
https://www.bluegartr.com/threads/12...29-Translation
FFXIV has adopted the Armoury system which is quite different from other MMORPGs in that it allows one player to be anything. However, for crafters up until patch 2.5, rather than the system allowing you to be any of them, to a large extent for more hardcore crafters it required you to be all of them. If you worked on it steadily over time, it wasn't too challenging to grow each crafting class to level 50; however, since it's an MMORPG, we thought that we should slow some things down. However, as we started adding in higher difficulty recipes, such as the ones that require special books to learn, it got to an extreme situation where you had to have full equipment and everything leveled up. So while this was rewarding economically, we recognized that it was a tough situation for players who just wanted to have some fun while making products to sell. So we want to go back to the original plan that it's something to do at your own pace; that's the policy at the heart of our updates with specialists.
Although there won't be a specialist system for gathering, the advantages and disadvantages of gatherer are related to the maximum number of items you can collect, so everyone would go after the same items creating a surplus. As a result, it gets to a point where it's difficult to gather any items that crafters can use to make items useful for battle content. To increase the value of crafted items and implement a system for materia, we need to create some differences between individual gatherers. We don't want gil alone to be able to create a strong player, but it's also not good for balance if only battle content drops are the strongest, so we want to work on adjusting this balance gradually.
They implemented Specializations in an attempt to make endgame crafting viable for players who only wanted to level up one crafting profession.
Specializations went almost entirely unused, because they were very weak and were nowhere near powerful enough to allow single-class crafters to craft at an acceptable level.
Then they forgot that they wanted to make single-class endgame crafting viable, and decided that the real goal was instead to make sure that people were using specializations.
And instead of simply making Specialization good enough that people would want to use Specialist skills even as fully leveled/geared omnicrafters, they decided it would be easier if all the new recipes were just arbitrarily locked behind specialization.
So now single-class crafters are back at square one where they can't really do anything, the time investment for omnicrafting has more than tripled because you have to level up three different characters to cover all specializations (and make all of those characters into omnicrafters because you still need all those level 50 skills), and all the people who used to enjoy crafting but aren't dedicated enough to level up multiple omnicrafters have been not-so-politely informed that the time and money they spent bringing 5/8 crafting classes up to par were pretty much all for nothing.
The problem with the specialist skills is that they are all situational. High level crafters would rather spend millions of gil and months of time getting their gear good enough that they can mash a few macros and turn out a HQ product from scratch. The specialist abilities don't work well in macros, therefore they are ignored.
Honestly? No, they're just too weak in general compared to the cross-class skills, especially with the decreased occurrence of goods in high level crafts and the fact that the specialist skills are entirely dependent on goods...The problem with the specialist skills is that they are all situational. High level crafters would rather spend millions of gil and months of time getting their gear good enough that they can mash a few macros and turn out a HQ product from scratch. The specialist abilities don't work well in macros, therefore they are ignored.
As someone who is capable of HQing 2-star items and makes everything but his Red Scrip crafts manually, I can say that this is actually not the case. The specialist actions are all but useless at the highest level crafts, where they are most needed. In all my time manually crafting, I have never once desired using any of them in high-end crafts. The only ones even remotely useful is Byregot's Miracle (if you don't have Byregot's Blessing), and Innovative Touch if you're desperate enough to take that risk and can't use/don't have innovation. WWYW and Satisfaction have an extremely low chance of even breaking even on the CP costs, which renders them a waste and thus useless. Due to this, Nymeia's Wheel is also rendered useless. Both of these are caused by the drastically reduced chances of getting Good quality turns on higher level crafts, starting at level 51 and reducing in chance every so often up until the lowest chance at 60 2-star. Trained Hand is almost literally useless, as it is almost never worth the CP cost even if you DON'T count the costs of having WWYW active needed to use it. Lastly, Heart of the <Class> is a joke which costs too much CP to ever be worth it unless you got 3/3 of the possible Good turns out of it and used them all on TotT from alchemy to gain 15 CP as an end result.The problem with the specialist skills is that they are all situational. High level crafters would rather spend millions of gil and months of time getting their gear good enough that they can mash a few macros and turn out a HQ product from scratch. The specialist abilities don't work well in macros, therefore they are ignored.
The specialist actions are just truly terrible.
Last edited by Vandril; 12-18-2015 at 09:42 AM. Reason: Spelling
So...
They made specializations to help non omni crafters, but failed at that...
And now are just forcing specializations on people with locked recipies..?
Pretty much. They either failed and don't want to admit it, so they tried to force the feature to be popular by locking recipes behind it, or they forgot why they made the specializations feature to begin with. Or their reasons were never to help non-omnicrafters to begin with, and they used that as an excuse to hinder omnicrafting.
- David DunningIf you're incompetent, you can’t know you’re incompetent. The skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is.
Doesn't sound very pleasant...Pretty much. They either failed and don't want to admit it, so they tried to force the feature to be popular by locking recipes behind it, or they forgot why they made the specializations feature to begin with. Or their reasons were never to help non-omnicrafters to begin with, and they used that as an excuse to hinder omnicrafting.
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