


I hate unnecessary dumbing down of systems. By that same mindset, there'd be no need for things such as acc, crit, etc. To me, having a more diverse range of stats gives me slightly more character customization, which I always welcome.I would sooner see them consolidate control, craftmanship and mag craftmanship into one stat.
There is no need for crafting to have 3 stats, same goes for gathering.
So we would just have craftmanship, gathering and then the stats which effect your class such as (VIT,MND,PIE,INT,STR,DEX)
It's a typical example of SE making things more complex than they should be, I'm sure I will meet some resistance from suggesting this, seeing as the community hates change.



Well thats just silly, there is always a need for accuracy and criticals, its part of pretty much all MMO's and most RPG's.
Crafting/gathering classes should have never been a main class and shoudln't be treated as such, but of course thats just my opinion, dumbing them down would be the best thing the dev team could do, and from what I gather of Yoshi-p's interviews he intends to do just that.
problem is your entire premise is based around the idea, that you want crafting to be an afterthought.Well thats just silly, there is always a need for accuracy and criticals, its part of pretty much all MMO's and most RPG's.
Crafting/gathering classes should have never been a main class and shoudln't be treated as such, but of course thats just my opinion, dumbing them down would be the best thing the dev team could do, and from what I gather of Yoshi-p's interviews he intends to do just that.
It is not
Control is a very important and different stat than craftsmanship, it really should not be merged with it.
Now magic and regular craftsmanship.... ehhh i dont love its implementation that much. I would prefer it to be a different effect, rather than a one or the other thing.
but crafting is something you have to do a lot of, as such it should be a little more involved than not. If they were to simplify the stats, they would have to add some complexity and depth to some other aspect.
Essentially i would prefer a different mechanic for magic and regular craftsmanship, however i think there needs to be at least 3 elements that have an effect on crafting that you can control statwise.



You do realise they plan to completely redo the crafting system.problem is your entire premise is based around the idea, that you want crafting to be an afterthought.
It is not
Control is a very important and different stat than craftsmanship, it really should not be merged with it.
Now magic and regular craftsmanship.... ehhh i dont love its implementation that much. I would prefer it to be a different effect, rather than a one or the other thing.
but crafting is something you have to do a lot of, as such it should be a little more involved than not. If they were to simplify the stats, they would have to add some complexity and depth to some other aspect.
Essentially i would prefer a different mechanic for magic and regular craftsmanship, however i think there needs to be at least 3 elements that have an effect on crafting that you can control statwise.
One will be extremely "dumbed down" with almost no chance of botches and the other will be primarily for HQing items.
It makes you wonder that if Control is a stat designed for the sucess of crafting then whats the point in keeping it with the upcomming changes ?Originally Posted by Yoshida
And one of the things we're planning is two different crafting systems. One that's very simplified and that you're going just for the item you need without having to worry about High Quality, with a small chance of High Quality. Then there's the other system, where it will take more time and effort, but the chance of getting that High Quality item will become higher. So the people who want to spend more time and do it carefully will have the higher chance of a High Quality, and then the people who want to get it done, they have the consolidated system.
I wholly appreciate the complexity, would even support there being more (but not much more), as long as we had a clear way to master said complexity.
As of 1.19 if you are leveling two crafts and they are different levels, say one is r20 and one is r40, you are going to need two different sets anyways.
As a level 50 ARM, I would totally have one set geared towards craftmanship and one set geared towards magic craftmanship, even different materia on each eventually.
Maybe a community rep can tell me how to get this on an "ask the devs" session, WITHOUT having to use Twitter please?
Thanks!

The problem with the crafting stats is obvious.
Gathering is an example of a system done more right. When you're gathering, perception, output and gathering will ALL help you, no matter what (even if gathering seems mostly useless, to me).
On the other hand, for crafting some synths will not benefit from a single stat at all. That's just plain bad design. As a DoH you already have to carry a diff set for almost every diff job. But to then double that number because of craft / mag craft is ridiculous.

Represent. I like the design of the gathering stats, if they only showed the player ingame how they work it'd be a pretty decent system. Gearing for output kinda reminds me of trying to stay hit-capped in "other" games without exceeding it too far and wasting points, which makes for interesting gear decisions. Even gathering has a kinda niche use for secondary nodes(quarrying/spearfishing/harvesting), though im probably not going to invest the inventory space in carrying around a different gear layout for that.The problem with the crafting stats is obvious.
Gathering is an example of a system done more right. When you're gathering, perception, output and gathering will ALL help you, no matter what (even if gathering seems mostly useless, to me).
On the other hand, for crafting some synths will not benefit from a single stat at all. That's just plain bad design. As a DoH you already have to carry a diff set for almost every diff job. But to then double that number because of craft / mag craft is ridiculous.
Crafting stats on the other hand...even after they've said what they do a few times, I still don't know how to gear, or in what proportions. Craftsmanship and magic craftsmanship should be consolidated, its a dumb mechanic that punishes the player for not being psychic as it currently stands.
Jinko showed me this on another thread, it's very informative: http://www.bluegartr.com/threads/107...-Transcription



Could you please just let us know which stat (craftsmanship or magic craftsmanship) affects which recipe, already?
------------------------------------------------------------------------------------------------------
My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote




