I would like to see some Bind on Pickup 2*+ Glamour added (not marked as DoH only)...aka exclusive glamour for crafters. Ranked PvP / Savage raiders get exclusive stuff so why not crafters?
I would like to see some Bind on Pickup 2*+ Glamour added (not marked as DoH only)...aka exclusive glamour for crafters. Ranked PvP / Savage raiders get exclusive stuff so why not crafters?
Never overestimate it, either. Don't just assume that because the playerbase is large that a tiny effect will grow exponentially on the whole, giving it tangible worth.Never underestimate how something "small" stacks up when you have a playerbase this large. If the Devs don't want to add on due to stress, they're going to find ways to alleviate the need for more inventory slots, even more so since there are more patch cycles ahead meaning more items to accrue.
I'm a program designer and developer by trade. I'm intimately familiar with data sizes, bandwidth, and processing stresses. Part of my trade is considering the effect of data transfer and manipulation when taking into account gigantic user bases. Using this experience, I can tell you beyond the shadow of a doubt that the change in difficulty of crafts causing the decreased necessity of HQ items will have caused an entirely insignificant change to the overall stress of the system caused by inventory management. The amount of data transfered will have decreased almost not at all, well within the margin of error, and so the difference would be almost unmeasurable.
Ultimately, you could be right in that they made the change specificially or in part for this reason, but given the plethora of other, more realistic and effective reasons out there, not the mention the more effective changes they could have made for your reasoning, it's incredibly unlikely.
Don't get me wrong, though. I love that you put so much thought into this. The effect of lowering server stress/reducing need for increased inventory isn't a connection most people would find obvious. It's just important that we don't see an effect of a decision and assume that's the reason for that decision, spreading it around sounding like it's fact when we honestly don't know why it was done.
Last edited by Vandril; 08-03-2017 at 12:18 PM. Reason: Added an afterthought to the end.
We know the pattern of crafting in FF14. We have watched it 2 expansions in a row.
We get level cap, then we get 1 star through 4 star.
Having 'over powered' skills at white and 1 star doesn't tell me they made it easy. It tells me 4 star are going to be batshit crazy hard and we need a high foundation to even consider them. I think what we are seeing is an attempt to scale for run away stat inflation as we level in to the future 80+ range.
http://na.finalfantasyxiv.com/lodestone/character/1445972/
Well since you can see the future- can I get lotto numbers?We know the pattern of crafting in FF14. We have watched it 2 expansions in a row.
We get level cap, then we get 1 star through 4 star.
Having 'over powered' skills at white and 1 star doesn't tell me they made it easy. It tells me 4 star are going to be batshit crazy hard and we need a high foundation to even consider them. I think what we are seeing is an attempt to scale for run away stat inflation as we level in to the future 80+ range.
If HW crafting was any indication, than the only "difficulty" SB will have is through our gear+melds. Rath's rotation was usable for all starred 80 durability Crafts, with 1-star being an issue if you had too much Craftsmanship. There was also 1-star 40 Durability crafts but they were not many of those.
But since Maker's Mark is dead for anyone who likes to finish a craft somewhat fast who knows if we'll see another catch-all rotation like Rath's was.
Well I can't say much about 4.0 crafting since I haven't really done it yet. But, I was kind of inspired by your crafting guide back in the 2.0 days. Kind of encouraged me to make all of that twinthread.![]()
I'm kinda thinking the same, and the meld caps on the 70 crafting gear are ridiculously high. There is still hope for a decent crafter update.
Thanks! That was the time when I refused to put in a single rotation in a crafting guide. To me, crafting has always been a puzzle-solving game (ok, it's a game of math too, so let's call it a mathematical puzzle-solving game), so I thought giving "hints" was better than actual "answers". Because once the answers are out, then a big chunk of fun would be gone. However, at the end, I remember the guide was being described as "the near-perfect guide except there was no rotations"... Obviously, a large group of people who were looking for rotations didn't find what they were looking for. In Heavensward, I gave up to the majority of people, and put in a gazillion rotations in "spoilers".
We are here now in Storm Blood, and I was preparing to write up a guide... only to find that there is not very much to write up about. Leveling was pretty much the same. At lower levels, grind your 40 durab items... Particularly at level 60, grind level 58/59 40 durab items until lvl 61. Do turn-in's for your GC every day... never miss one. BUY some of the items from MB if they're cheap. Use "Ctrl U" on keyboard to check them easily while standing at the marketboard. Then take on crafting log / massively HQ a ton of 40 durab items. To do this, make sure you come up with the very best macro that fits your own stats (which is reasonably fun in designing these macros). When level 65, take on class quests, and make sure you learn Manipulation II. Manip II + Prudent Touch = OP, and now you wanna re-vamp your rotations, and incorporate these skills in there. Then BAM, you can easily take on the rest of the levels... at lvl 66 to 69, time to push leves, and BAM, easily lvl 70. Leveling up gathering and battle retainers is pretty much a MUST unless you're a millionaire. Then easily grab those new master books, and have some fun with 1 star and 2 star items... How? Macro them with ease! The "answers" are all on this forum... In fact, there're multiple answers that all work fine. But as you can see, that's pretty much it with Storm Blood crafting for now. There's really not much to write up a guide about at the moment.
Anyway, the old "Twinthread" from ARR has been renamed as "Silk Thread" now in Storm Blood.
A new "Twinthread" is now made from "Twincoons"... both are SB items.
The old "Crawler Cocoon" that was used to make the "old Twinthread" in ARR was renamed as "Silkworm Cocoon" in Heavensward (which is now used for making "Silk Thread").
And the new "Crawler Cocoon" introduced in Heavensward is now used for making "Crawler Silk"... both HW items.
So now all the names of the cocoons match nicely with the thread names.
I wanted to get into crafting this expac but I still can't understand any of it.
@ChameleonMS:
I'll start a new thread... so I'd ask you to please take a look.
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