Personally I believe it is too soon to comment about a need for more challenges since Expert recipes have not been released yet so all we have to go by is vague information and speculation.
The topic of better rewards is very subjective. What is desirable to one player isn't necessarily desirable to another player.
Personally I find gil to be a poor reward since it's so easily obtained from other content and there is very little to spend it on that can't be obtained through other means. If it comes from gathering or mob kills, I can farm it myself instead of spending gil at the marketboard. If it's crafted, I can make it myself instead of spending gil at the marketboard. If it's from treasure maps, I can join map parties to get it instead of spending gil at the marketboard. Hunts provide me with Aetheryte tickets to pay teleportation fees. What's left for me to spend gil on? Dark Matter to repair gear. Dyes that are purchased from vendors instead of being crafted.
If I do need more gil for some reason, how do I get it? By crafting items to sell to others. Gil is nearly useless to the self-sufficient crafter so it makes little sense as a special reward from special content.
For me a more desirable reward would be items that can only be obtained by successfully completing an Expert recipe and are bound to the crafter. When you see another player with these items, you'll know they made it themselves instead of buying it from the marketboard with gil earned from other content.
As a comment on the crafting system in general, I feel that lowering the overall difficulty of many Master recipes was a poor and unnecessary decision. They are no longer Master recipes. They are now Journeyman recipes that can be crafted by anyone with level appropriate tools/gear that took the time to look up a macro online. HQ is so easy to achieve that NQ items are totally undesirable. There's no point in having a 2 quality system if the highest quality can easily created on demand.
I feel a better approach would have been to retain the old craftsmanship requirements but raise the quality requirements so HQ was much harder to achieve on Master recipes. With HQ having a much smaller representation on the market, demand for NQ gear would have increased as a more affordable supplement to or replacement for gear obtained through other content. That would have still opened the market doors for the less skilled crafters who could produce the NQ gear without difficulty while creating a more lucrative market for the much rarer HQ items primarily produced by skilled crafters.
Regardless, I still enjoy crafting and making items for friends. It will continue to be content that occupies a significant amount of my game time.


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