This isn't making crafting/gathering "easier" so much as it's making it less tedious.
I think it might actually reduce the number of DoL/H bots as a consequence and it also makes it easier for legitimate players to keep up with them.
This isn't making crafting/gathering "easier" so much as it's making it less tedious.
I think it might actually reduce the number of DoL/H bots as a consequence and it also makes it easier for legitimate players to keep up with them.
Crafting can be made however easy they want to be at this point tbh and it would change nothing as all people do anyway as of now at level cap from my understanding and what I have heard is to press a macro to 100% HQ. It ain't getting easier than it already is if this is the case.
Learn, explore, and think for yourself. Make your choices, take actions, and let yourself be free.
I'm concerned about the removal of additional actions. But that's as far as my concern goes.
♥ Baby, tell me, what's your motive? ♥
I'd agree with you in terms of crafting. You can basically meld out all of your gear in a couple of hours.
Gathering, however, takes days. Hitting every node for 5 hours, roughly every 5 minutes, to gain something around 27 materia that has a 10%,7% or 5% chance of success is not very fun. That's tedious, made so by the time gating of nodes and the slow regeneration rates of GP, even with the use of cordials.
If the QoL changes can help alleviate any of that at all, it's something I'm completely thankful for. Not everyone wants to main crafting or gathering, but wants to be able to make the materials they need to do content. Especially with SE saying they are going to give crafters and gatherers some sort of "end game content" (which will probably be obtuse grinding).
Last edited by JunseiKei; 09-16-2019 at 04:34 PM.
That's what I expect to happen but I'm not so sure, at this point anything's on the table when it comes to simplifying the crafters/gatherers.
♥ Baby, tell me, what's your motive? ♥
Personally I find these unfun:I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.
- Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
- Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Absolutely agree.Personally I find these unfun:I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.
- Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
- Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
As someone who just came back after a two year break I welcome this. I am currently working on getting all my crafts from 50-60 then 60-70 then 70-80. It's quite the slog and I find a lot of the recipes are pretty tough to QA (looking at you crawler silk, hell pretty much most of the 35 and 40 durabilty synths) I can only imagine what it's going to be like at higher levels! That being said I feel that ffxiv has the best crafting and gathering system of pretty much any MMO i have played, I hope they don't mess with it too badly.
Oh it's definitely tedious. But that's the trade. You can either get the materia quickly by buying it from other people, or you can get it cheaply by spending time generating scrip instead.I'd agree with you in terms of crafting. You can basically meld out all of your gear in a couple of hours.
Gathering, however, takes days. Hitting every node for 5 hours, roughly every 5 minutes, to gain something around 27 materia that has a 10%,7% or 5% chance of success is not very fun. That's tedious, made so by the time gating of nodes and the slow regeneration rates of GP, even with the use of cordials.
When 5.05 launched, I knew I'd be spending a good chunk of my day making white scrip collectables to buy all the grade 8 materia I'd need. But then you just do math. Ok I'm going to make this item, and each materia costs this much scrip.. I need this many materia, so I need this many items... go. After those, overmelding was a process of making about 10k yellow scrip per day until I was done with all my melds. I bought the grade 1 and 2 materia to fill holes, but those were cheap. Grade 3s are, for some reason, super expensive on my server so I used grade 4s in those slots and just ate the over-cap stats because grade 4s are much easier to get.
Gathering is ... yeah. But it's the same thing at its core. You need X materia, so that costs Y scrip, which means Z collectables. You can either do it with collectables over a long period of time, or gil over a short period of time. That trade-off doesn't go anywhere.
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