Thank you so much for this, I was always tinkering with my bars and still hit the wrong macro's from time to time as they never lined up. I copied your post, changed CRP to WVR (my favourite set up) then pasted it in game. 20 seconds later, everything is perfect. Thank you.
The DoW/DoM classes are different, though. Even if there are similarities, their abilities are all different and they play differently. On the other hand, all of the DoH classes literally have the exact same abilities; an in-game macro for one of them would work for another one of them. Miner and Botanist are also the same and have the same exactly abilities (although, unlike the DoH classes, they’re at least called different things in many cases). You are greatly oversimplifying a valid point - if the DoH classes literally play the exact same, it *is* kind of silly to have so many of them. SE got lazy on that front in my opinion and could’ve come up with more unique crafting methods for each of the different classes.
"Is now" the same class multiple times? Did they differ somehow in the past?
What bugs me is that every single item is the same. Whether it's a necklace or a shirt or an entire house it's the exact same "hit the glowing ball" with the same skills.
They did differ in the past. You'd have the basic synthesis and touch actions in common (with their class specific names) but then there would be unique actions. Things like Muscle Memory, Manipulation, Tricks of the Trade, Byregot's Blessing, Comfort Zone, Maker's Mark+Flawless Synthesis, Ingenuity, etc. belonged to separate classes. The only way to get access on other classes was to level up their assigned class and select them as one of the limited number of cross class skills you could have.
What happened? Serious crafters were leveling all classes regardless so they had all the cross-class skills and could grab the "must haves" from other classes. Rotations would get worked out that worked across all classes. Crafters who only wanted to level one or two specific classes were at a serious disadvantage compared to others crafting the same items because they lacked the cross class skills needed for the efficient rotations.
The skill "homogenization" that SE implemented was formalizing something the crafting community had developed on its own.
SE could have removed the ability to have cross-class skills but then that would have created a balancing nightmare trying to create the recipe requirements for each class. Imagine working out durability, progress and quality needs when one class can only restore/reduce durability loss, another only gets CP recovery, a third only gets Control boosts, etc.
All that extra work wouldn't have really done anything because you'd still have the handful of crafters that would work out the macros for each class while the rest of the community would copy those macros once shared online. Once a macro is doing the work, there's nothing to make the class feel unique.
I don't really count that as "used to be unique" though, just "used to have a more complicated route to acquire all the skills" if it's designed from the start that you can cross-class what is missing.The only way to get access on other classes was to level up their assigned class and select them as one of the limited number of cross class skills you could have.
What happened? Serious crafters were leveling all classes regardless so they had all the cross-class skills and could grab the "must haves" from other classes.
And what I mean about all the crafts being the same is that there's no sense of doing different actions on different types of crafts. Every item is approached the same way with only the exact numbers to differentiate them. No sense of approaching something delicate with a different strategy to something large and broad-strokes.
I don't know what a crafting system would look like that could take such things into account, or whether I'd even enjoy it, but I do know that repeating the same strategy on every single item for hundreds of items across the crafting logs feels tedious.
“Current” applies to whatever class you currently have selected. So if you were on ALC, BSM, or any other class (even WHM or some non-DoH class), the above macro would copy all the hotbars from CRP onto whatever class you were on at the time of execution.
Yeah, if you do any kind of omnicrafting at all you'll run into this issue pretty fast. I already encounter it when I need Steel Plates for something and I'm not ARM.I think what would be ideal is if you could just instantly switch jobs when you go between your crafting logs. You already can switch jobs on the fly if you haven't yet crafted anything. Perhaps just make the character get up once they finished an item instead of staying in "I am crafting now" mode? Could be annoying camera wise, tho...
> require you to make 480 unique items as each crafting class
Wait, you're saying me trying to craft every item in my log is not completely useless and just for my completionism satisfaction? Hah!
I want a menu that separates gear by class i.e caster vs reaper, or set up a category system casting / healing / maiming / striking. ALSO please add in the menu to select from, ALL menus, as it is you have to flick between special recipes etc in three tabs, the search function needs to be expanded.
I'm not 100% sure if I have understood your problem but follow my algorithmDuring my time playing this game, there's one thing that has greatly bothered me every single time that I have to craft something that I hope SE can address at some point (hopefully in the near future). The issue is that once you've started crafting an item as one class, you cannot switch classes unless you close out of the crafting window. This system is extremely clunky and annoying to use, especially given the sheer number of items in this game that require pre-mats that must be crafted by a different class. Just to provide one example, let's use the Dwarven Mythril Planisphere (I just randomly selected an item, but there are countless others that you could use). This item is crafted by a Blacksmith, but requires the following pre-mats:
- 2 Dwarven Mythril Ingots (BSM/ARM)
- 1 Triplite (GSM)
- 1 Enchanted Dimythrite Ink (ALC)
- 1 Stonegold Nugget (GSM)
This means that to do this craft, you would have to select the Triplite and Stonegold nugget and make those as a GSM. Then you would have to close out of the crafting menu, stand up, switch to ALC, and begin crafting the Enchanted Dimythrite Ink. Once you're done, you would then have to close out of the crafting menu again, stand up, switch to BSM, and craft the Dwarven Mythril Ingots and then finally the Dwarven Mythril Planisphere itself.
It would be awesome if players could switch between crafting classes without having to exit out of the crafting menu each and every time. If you're trying to get some of the achievements (e.g., the Blessed [____]king's tools that require you to make 480 unique items as each crafting class), constantly having to switch classes like this and reopen the crafting menu takes almost as much time as crafting the items itself.
I just wanted to throw this out there as it would honestly be a huge quality-of-life improvement for those of us who spend a lot of time crafting.
1. write /keybind
2. go in submenu "shortcuts"
3. add a combination you like in "gear sets" I don't know, ctrl+alt+ G for example or what you find easy to remember and use
4. go in the crafting menu /craftinglog
5 right-click the item you want to create and choose "recipe tree"
5.1 do not close this window you can close /craftinglog if you wish.
6. in "recipe tree" right-click the part you want create and click "search item by crafting method"
7. if you don't have the correct job, press the shortcut in 3. and choose the correct gearset
8. craft
edit. you still need to close the /craftinglog after each item but you don't need to search the recipe another time, it's in the recipe tree window.
Last edited by Mr_Gyactus; 02-26-2023 at 11:30 PM.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
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