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Thread: A 4th gather?

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  1. #1
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    Bsrking5's Avatar
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    A 4th gather?

    Basically one to replace all the rest of combat mob drops. Maybe called a trapper. I doubt se would add it but it is a glaringly obvious additional if SE wanted to add more to the over world. It could work like a mix of fisher for catching mobs and botanist/mining for actually items. But this would also cause a conflict in retainers, which I dunno which would be the best way to handle it.
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  2. #2
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    dmitrykotov93's Avatar
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    I doubt we ever get new DoH/DoL job but I remember they gave some hints on "player controlled farms" when they announced Ishgardian restoration.
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    The combat drops give players who don't gather or craft an additional way to make some gil.

    I don't see SE changing that because there's really no need to.

    Quote Originally Posted by dmitrykotov93 View Post
    I doubt we ever get new DoH/DoL job but I remember they gave some hints on "player controlled farms" when they announced Ishgardian restoration.
    Everything they've said since about the farms seems to make them related to minions. There's been no indication they will be a source of crafting materials.
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  4. #4
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    Enkidoh's Avatar
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    Enkidoh Roux
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    There was once a planned fourth Disciple of the Land class in the original 1.0 version of FFXIV, called 'Shepherd' (SHP for short), with their class icon apparently a pair of antlers, and they even had an empty (locked) Guildhall in the old pre-Calamity Falcon's Nest. Whatever the class's mechanics or purpose was planned to be is unknown, but it was speculated that it was to be some kind of 'trapper' class that caught beasts and monsters for their hides and meat, but nothing is known for certain.

    However for whatever reason it was never finished and hence was dummied out of 1.0 completely. And alas, as all references to it have disappeared in ARR (the Guildhall has disappeared and was not 'rebuilt' in post-Calamity Falcon's Nest), it can be assumed SE have long since abandoned any intention of adding it sadly.
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  5. #5
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    Bsrking5's Avatar
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    Quote Originally Posted by Jojoya View Post
    The combat drops give players who don't gather or craft an additional way to make some gil.

    I don't see SE changing that because there's really no need to.

    Everything they've said since about the farms seems to make them related to minions. There's been no indication they will be a source of crafting materials.
    It wouldn't stop them. Plus open world mob grinding isnt that interesting. Like I could see a point if it was about fate bosses drops or anything self contained in fates. Or hunts. Just seems like the ability to have them isnt that far off.
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  6. #6
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    Quote Originally Posted by Bsrking5 View Post
    It wouldn't stop them. Plus open world mob grinding isnt that interesting. Like I could see a point if it was about fate bosses drops or anything self contained in fates. Or hunts. Just seems like the ability to have them isnt that far off.
    Some players enjoy open world mob grinding (I'm not one of them, though).

    Add in a gathering profession that collects the same items directly, and you depress the market even further if both are an option.

    SE could do it but there is no reason to when every player has already free access to gather the items (assuming they have MSQ access to enter the appropriate zone).

    It doesn't hurt to have to buy some of the things you need from other players on occasion. What else is gil for?
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  7. #7
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    MartaDemireux's Avatar
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    Hiraeth Petrichor
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    I had an idea for this via a Monster Ranch so I'm definitely on board. Basically a DoL to get monster drops in the wild and to use a ranch to farm more from tamed monsters (instanced like an apartment). Could use those tamed monsters for Beastmaster pet glamours, monster PvP/Arena and more.
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  8. #8
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    Quote Originally Posted by Jojoya View Post
    Some players enjoy open world mob grinding (I'm not one of them, though).

    Add in a gathering profession that collects the same items directly, and you depress the market even further if both are an option.

    SE could do it but there is no reason to when every player has already free access to gather the items (assuming they have MSQ access to enter the appropriate zone).

    It doesn't hurt to have to buy some of the things you need from other players on occasion. What else is gil for?
    Who? How often do you see players doing that, how often do you see party finder for it?

    You can get shards from mobs drops, and other certain gathering items. They dont depress the market that much and is it really that bad?

    You can get free access to gather items but then the also have beast tribe vendors that sell them too and the shared fate system lets you buy them too.. Its like they need more access to them.

    You can buy or sell all the other gathering items so I dont see your piont your making.

    I'll throw this idea out. Do you think shard, crystals and clusters should be limited either gatherers or mob drops? With combat only you'd see crafting die out pretty fast and high MB values.
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  9. #9
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    Quote Originally Posted by Bsrking5 View Post
    Who? How often do you see players doing that, how often do you see party finder for it?

    You can get shards from mobs drops, and other certain gathering items. They dont depress the market that much and is it really that bad?

    You can get free access to gather items but then the also have beast tribe vendors that sell them too and the shared fate system lets you buy them too.. Its like they need more access to them.

    You can buy or sell all the other gathering items so I dont see your piont your making.

    I'll throw this idea out. Do you think shard, crystals and clusters should be limited either gatherers or mob drops? With combat only you'd see crafting die out pretty fast and high MB values.
    Why would anyone list a PF for mob grinding? There are only two situations I can think of where a PF would make sense: if XP earned over time would be relatively close to what you get from a level appropriate dungeon (it's not) or if loot dropped by a creature went to every member of the party (it doesn't). Since neither of those apply, it makes more sense to farm open world mobs solo to get loot (mob grinding in dungeons isn't any more interesting than open world but it's sure a lot more rewarding when it comes to XP).

    My general point? There are already 17 jobs in the game capable of gathering those items and every player is guaranteed to have at least one of those jobs already. There is no need for another job to gather them. The same is not true for the vast majority of items obtained through mining. botany and fishing outside of the tiny number of exceptions like shards and crystals.

    Better go take another look at what the beast tribe vendors sell. Very few of those items overlap what comes from the current gathering classes. My guess about the gemstone vendor items is that it's more part of SE's attempt to make FATEs feel more rewarding than a belief that those items don't drop enough (drop rates can easily be adjusted if that was the problem) but they didn't have enough vanity items to put on the vendors to make them feel full. Materia didn't even get added to them until 5.1.

    As for shards and crystals, I doubt creature drops were intended as a primary source for shards and crystals with the 2.0 revamp. I have no clue what things were like in 1.0 but that they still drop from the creatures seems like it might be a holdover from the old system.
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  10. #10
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    MicahZerrshia's Avatar
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    Quote Originally Posted by Jojoya View Post
    As for shards and crystals, I doubt creature drops were intended as a primary source for shards and crystals with the 2.0 revamp. I have no clue what things were like in 1.0 but that they still drop from the creatures seems like it might be a holdover from the old system.
    Shards and crystals did indeed drop from monsters in v1 and it was beautiful. So much better than grinding out shards and crystals via gathering. It made crafting so much less tedious when you could get crystals and shards from doing everyday things instead of having to grind out the shards and then grind out the actual components. Now if it were 1 crystal/shard a synth, sure that wouldn't be too bad, but when its 4 > 5 > 6 or even more, it becomes a lesson in tedium. There is a reason rmt make bank off of these items. It is simply nothing more than another road block for new players trying to make a little gil or who want to try their hand at crafting.

    The true holdover from an old system is having to use shards and crystals in the first place, which came from ffxi. It's not a system you normally see in mmos or single player games because it simply makes 0 sense to have your players gather 7 items that are completely unrelated to the craft on top of the items you need for the actual synthesis to take place. It did make more sense in v1 because you advanced the craft by keeping the elements of the crystals in balance, but when they got rid of that, admittedly horrific, crafting mini game there was no reason to actually keep the crystal requirement outside of just being what was always done.

    Having alternate ways to gather worthless or meaningless materials is not necessarily a bad thing, especially if they could make it fun and interesting. And when it comes to enemy drops, like skins, fleece, wings, etc. having an alternate system would be nothing but a boon. You know when you go to gather ore, that you are going to get a minimum of 4 ore per node. But when you go farm skins you can kill 10 beasts before you even see 1. And since it takes 2+ skins to make 1 leather, just like it takes 2+ ores to make one ingot, this disparity becomes even more obvious.

    On top of that retainers can bring back 30 ores but only 10 skins, which makes 0 sense. So, again, having an alternate way to get some of these materials would be wonderful.
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