Crafting has been easy since release. Most indepth and unique crafting system of any mmo, but the easiest.
Crafting has been easy since release. Most indepth and unique crafting system of any mmo, but the easiest.
That’s fine if you believe that. But let me ask you this. Why is it necessary to make it a children’s mini game? “Easy” is an understatement in 5.0. If there was a difficulty easier than “easy” to describe crafting in 2019...it would be “toddler”. There is nothing fun about an economically valuable activity in an MMO, that guarantees you will HQ things no matter what.
That needs to change.
Do you understand that you are complaining about the starting content of the newest expac being too easy, even when you know that an update is planned in 4 days and that the main crafting content will come in 5.1?That’s fine if you believe that. But let me ask you this. Why is it necessary to make it a children’s mini game? “Easy” is an understatement in 5.0. If there was a difficulty easier than “easy” to describe crafting in 2019...it would be “toddler”. There is nothing fun about an economically valuable activity in an MMO, that guarantees you will HQ things no matter what.
That needs to change.
It's literally like someone complaining that there is no hard battle content in Shadowbringers right now.
Do you understand that the starting content has thus far in the game's history been fairly indicative of how hard crafting will be for the expansion and it has gotten easier for two expansions in a row now?Do you understand that you are complaining about the starting content of the newest expac being too easy, even when you know that an update is planned in 4 days and that the main crafting content will come in 5.1?
It's literally like someone complaining that there is no hard battle content in Shadowbringers right now.
Aren't "no lifers" already being rewarded by the amount of gil you can make and what that allows you to do, specifically:
a) get ahead faster - because I assume that noone who has made to all 80s in the first week did so by gathering every single component themselves and even if they did, that required far more time than any casual playing. You can afford materia stockpiles for penta-melding much more easily than someone with less time or gil.
b) being ahead means you'll be able to capitalize on the upcoming savage release to make even more gil.
c) gil allows you to get into housing; you can buy gear for alts instead of collecting and making it yourself; you can buy mounts that other people have to farm, you can buy any glamour.
So it seems to me that hardcore crafters get abundant rewards over casual ones. Since the abilities you are complaining about are QoL ones that SE has introduced to help casual crafters to catch up to you and that's what you don't like.
A) Gil is irrelevant. I enjoy crafting end game pieces of gear. Did it since 2.x. I just love competition. You’re the one that bought up gil to this conversation to justify square Enix catering to only casual players. Which, as I have explained, is selfish.Aren't "no lifers" already being rewarded by the amount of gil you can make and what that allows you to do, specifically:
a) get ahead faster - because I assume that noone who has made to all 80s in the first week did so by gathering every single component themselves and even if they did, that required far more time than any casual playing. You can afford materia stockpiles for penta-melding much more easily than someone with less time or gil.
b) being ahead means you'll be able to capitalize on the upcoming savage release to make even more gil.
c) gil allows you to get into housing; you can buy gear for alts instead of collecting and making it yourself; you can buy mounts that other people have to farm, you can buy any glamour.
So it seems to me that hardcore crafters get abundant rewards over casual ones. Since the abilities you are complaining about are QoL ones that SE has introduced to help casual crafters to catch up to you and that's what you don't like.
B) As I said, Gil is not my priority. Gil is simply a stepping stone to affording what I need to continuously compete. Period. Simply competing on an end game level with adequate compensation is also our goal. I really dislike repeating myself..
C) I do not care about housing, as well as many other hardcore crafters I know. We only care about competition and having fun making gear. And if anything, enjoy lowering prices so poorer players can afford it. You are indirectly demonizing hardcore crafters.
D) According to you, we earn Gil. Cool. Been doing that since 2.x, nothing new or exciting. You, on the other hand, have access to Prudent Touch, Preparatory Touch, Delicate Synthesis, a crafting system that is literally *designed* to help you, you are not forced to buy/craft job specific crafter gear..should I go on and on? Also, you have some nerve to say we don’t “like” the fact that casuals are catching up. That’s not the issue here. Stop being selfish like most casual players, and accept the fact that hardcore players want compassion from developers too. It’s not about just you.
Read my posts again..
Last edited by CookiesNCreams; 07-27-2019 at 01:19 AM.
That gil generation is dependent on the relative scarcity of the items. Making crafting all jokey dokey both reduces the demand for those items and increases the supply, drastically reducing their value. That implicit reward you're talking about is the one that's at risk because the increase in purchasing power as items get cheaper does not out scale the drop in real value. If it's taken too far, as it has been in games like WoW, crafting pretty much becomes worthless.Aren't "no lifers" already being rewarded by the amount of gil you can make and what that allows you to do, specifically:
a) get ahead faster - because I assume that noone who has made to all 80s in the first week did so by gathering every single component themselves and even if they did, that required far more time than any casual playing. You can afford materia stockpiles for penta-melding much more easily than someone with less time or gil.
b) being ahead means you'll be able to capitalize on the upcoming savage release to make even more gil.
c) gil allows you to get into housing; you can buy gear for alts instead of collecting and making it yourself; you can buy mounts that other people have to farm, you can buy any glamour.
So it seems to me that hardcore crafters get abundant rewards over casual ones. Since the abilities you are complaining about are QoL ones that SE has introduced to help casual crafters to catch up to you and that's what you don't like.
Introducing things like Preparatory Touch is in no way, shape, or form a catch up mechanic or QoL, as QoL changes are tiny changes to the game that simply make something less aggravating, but have little to no impact on the overall balance or design. Some of these new abilities are instead meta defining and require you to already be caught up. They're also available from day 1 and it's equally valuable to everyone. Catch up mechanics are things like the crafting beast tribes, which are added late in the expansion to let everyone finish getting their stuff up.
Which is completely and utterly irrelevant because if peoples income goes down across the board, prices will go down accordingly. The economy works just as it always has albeit with slightly smaller numbers.
Since there is nothing in this game that costs millions of gil in the first place (barring buying a house and gil is the least of the players worry in that area) there literally is no point in amassing 100s of millions except bragging rights.
No one will come to harm with easier crafting, no one will end up in the poor house. You can stop the hyperbole in that regard.
That being said: I still hope for the master book patterns to be a bit more challenging to craft than spamming prudent till success. That gets a bit lame. Okay for leveling crap but not ok for endgame crafts.
In a competitive environment, it makes 0 sense to gimp yourself, no matter how much you might enjoy the challenge.
The analogy would be to raid with unequipped slots because you deem the content too easy.
As Nixxe just stated, damage controlling the situation has been done since the dawn of 2.0. There is no secret trick here. If you see a mechanic in FFXIV (or any game for that matter) that seems too easy upon release, 99% of the time, it remains that way for the remainder of the game’s life span.Do you understand that you are complaining about the starting content of the newest expac being too easy, even when you know that an update is planned in 4 days and that the main crafting content will come in 5.1?
It's literally like someone complaining that there is no hard battle content in Shadowbringers right now.
Luckily, in FFXIV, we have developers that listen to their community (most of the time lol), so that has the potential to change. I don’t know why you are acting like crafting will immediately become super challenging on Tuesday once master books are out..because, uh, they won’t. Please, let’s not damage control the situation, and be realistic here.
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