Please give this Thread a read if you care about Crafting and feel free to critique
"The Grind" - The monotinous pressing of standard synthesis 5-15 times per items *500 or so items per level that plagues the FFXIV Crafting system.
The following is an EXAMPLE of an alternate system. I have identified what I feel is a major flaw in the system a proposed a way to change it. If you disagree with it, that's cool, but what would YOU do to change the system into one where the act of making items is more enjoyable?
The crafting system obviously needs to be addressed at somepoint.
It's boring and unrewarding. The important thing is, it does not have to be.
The problem is that all MMO Dev's come from the stand point that "the Grind" is a necessary part crafting. This is true to some extent because "the grind" creates a tink sink that extends the life of the game and rewards long term players, seperating them from other players and giving them a sense of accomplishment and specialty.
The problem is that under this theory 99% of the crafting system will always be a monotinous, boring and unrewarding.
It doesn't have to be this way.
Devs, you can seperate the "grind" from the Item Creation process.
Here is an example of how this could be done.
1) Your character picks a "profession", for example Carpenter. When you log off, your character "goes to work", gaining a certain amount of exp (and maybe even money or mats) for every hour that you are not in game.
-Level progression could be very easily control through this system rewarding long term players
2) When you log back on you can now access the Item Creation version of the Carpenter profession. Becuase there is no longer a reason to include a 'grind', the Item Creation system can remade to be Deep, Engading and Challenging. Something comparable to a 'Boss battle' for the DOW/DOM classes.
Benefits
-Grind still exist and would take a standardize amount of time that rewards longterm players but is completely painless
-Dev's can create a Rewarding online crafting experience where the player spends their time, maybe 5-15 mintues or longer on a CHALLENGING and ENGADING system to truely "Craft" a single, valuable item.
-HQ's can be based on some sort of Skill or Intelligence, instead of pure luck.
-On a societal level, This sytem would give the player a reason to put the game down and tend to real life without feeling like they are not progressing in game.
It's a Win-Win. Long term players get a feeling of seperation from the newbies. Crafting can become fun and rewarding.