Hi All,
While it's definitely good news that Yoshida-san and team are looking to "completely readjust all actions and abilities" for DoL and DoH, perhaps this is an opportunity for Yoshida-san's team to look at the *heart* of the matter with Crafting (and Gathering):
There have been many great suggestions across numerous threads about how to fix Crafting. I fear that no amount of "readjusting actions" is going to save Crafting (and to a lesser extent Gathering (more on this later)).
- Is Crafting fundamentally *fun*? Is it something you really want to do, stationary, in a corner, hitting "ENTER" all day long?
Like Combat and the *total change* that has happened (starting back at square one and changing up Positioning, New Traits, Abilities, Self Combos, etc.), perhaps Yoshida-san and team should *completely* revamp Crafting, to make something most players (whether you're an Adventurer / Fighter-type or not) can enjoy?
There was a great thread back in the early days of Final Fantasy XIV on FFXIV Core, where people brought up some interesting ideas (if anyone remembers who contributed in that thread, please let me know, I'll be glad to add them here to give them credit).Taking a cue from that, here are some dramatic changes that could make Disciples of the Hand far more engaging, and something you *WANT* to do, and have fun with:
* NEW BLACKSMITH CRAFTING *
- Part 1, SMELTING: Players must take Raw Ore to a Foundry / Forge and melt and purify the Raw Metals. Mini-Game involves the Player adjusting the Temperature of the Fire in the Forge, while Smelting. Different Metals could have an ideal Temperature range, that you have to keep the Fire stoked at.
- Part 2, FORGING: The next step is to work with the Smelted Metal. Players can choose *how* to strike, "punch" or cut the Metal, etc., to form the Base Shape / Foundation.
Through all of this, you could have "encounters / challenges" with, say, the Fire, suddenly spiking greatly, or dying out, and you have to raise (or lower) the Temperature of the Fire in the Forge to keep it within range. Or a slight distortion happens during Forging, and you have to use different methods to properly strike / cut, etc. the Metal back into an ideal shape, etc.
- Part 3, FINISHING: This involves putting the final Touches on desired item. Perhaps you can choose the Angle of Striking. How gentle or fierce you want to strike, etc. to achieve the desired results.
* NEW CARPENTER CRAFTING *
- Part 1, LUMBER-MAKING: Carpenters work the large Saws to prepare Raw Logs into usable Lumber. Challenges include the angle of cutting, and hitting knots and irregularities in the wood.
- Part 2, SHAPING: Carpenters take the processed Lumber, and can now *shape* the wood into the basic, core shape. This includes using the proper Chisel, perhaps even using the Controller / Mouse / Keys to guide the cut to form the proper shape. Or choosing Angle of Chisel Strike, Force of the Strike, etc.
- Part 3, SANDING: Finishing off the final item involves sanding and polishing the item until it's ready. This could include deciding what to apply (proper Sandpaper, the right Lacquer, etc.).
* NEW CLOTHCRAFT CRAFTING *
- Part 1, SPINNING: This would involve working Raw Fibers (Cotton Bolls, Flax, etc.) into usable Thread. But Players can work on a giant Spinning Machine (like this: http://en.wikipedia.org/wiki/File:Sp...03_Marsden.png) to work on spinning the raw fibers. Challenges could include adjusting the Speed of the Spinning, or how to counteract with the something gets caught in the machine.
- Part 2, WEAVING: This would involve choosing how to interlace the Threads you've just made in Part 1, perhaps choosing how many threads to cross at once, or the speed of weaving, etc.
These are just some examples of what could be done, if they truly revamp Crafting from scratch.
- Part 3, ORNAMENTATION: This would be using a fun Final Fantasy Loom / Contraption (or perhaps just using your Needle) to apply the finishing touches on the Cloth item. You could choose to apply a grand Flourish, or different types of Knots, etc.
Naturally this is a much more involved process, with more "set pieces" (e.g., a Forge, an Anvil / Hammering portion, etc.) instead of just a tiny table that you craft on. Perhaps you travel to various Forges / Logging Guilds / Textile Guilds, etc. around various Camps or Cities to gain different advantages? Or take on various challenges?
But ultimately, the idea is that Square creates a Crafting System that's *interesting* and challenging enough that it's not just hitting "ENTER" (or choosing from a simple Text Menu of choices) but actually something that you can do and have noticeable changes in action doing.
Just like Combat, they could make Crafting into something where you're challenged to different things at each stage of the Craft (like "encountering an enemy and reacting to how they attack"), working a Grand Forge to smelt Metal, choosing how to strike the Metal and Shape it on an Anvil, etc., adjusting for Temperature or Angle of Strike, etc.
With this more involved Crafting, they should adjust EXP so you gain MORE EXP PER SYNTH (since it takes much more time), so you don't have to do as many repetitions but gain More EXP Per Attempt.
It'd be something interesting you want to challenge and try.
If anyone has more ideas along the lines of a major overhaul (like the ones I listed above), I'd be glad to update this Original Post and add them (for the other crafts - Armorcraft, Leatherworking, etc.)).
For GATHERING, it's less boring because you're at least moving around the environment (change of scenery), but I had some ideas to add a New Mini-Game to make Gatherers be able to level up and get more involved *without* increasing the amount of Raw Materials in the world (which could upset the economy):
- Botanist - RESTORATION - Botanists can go to various spots around the world and PLANT SEEDS, or GRAFT Trees, or try and MEND damaged Trees.
- Miner - RESTORATION - Miners could go to Mineral Deposits around the world and try and FORTIFY the Deposits, or STRENGTHEN Quarry Points.
All of these could be interesting Mini-Games for Gatherers that would not generate more Raw Materials, but still help with making Leveling Up those Classes more fun and interesting.
- Fisher - RESTORATION - Fishermen could travel to various bodies of water and help RESTORE Polluted Waters / clean them up. Or help NURTURE schools of fish and help them repopulate.
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Would something like this make you interested in crafting, or gathering, if it was more engaging and intricate, with fewer repetitions?
Thanks.