My memory is a little foggy but I don't remember ever leveling my crafters without leves and GC daily turn-ins (star). I've been here since 2.0This isn't true. Leveling to 50 during ARR took weeks. Reaching 51 was also considered a wall for many. They only started easing it up in Stormblood and started handing out free omnicrafters from ShB onwards.
I actually find it disgusting how over the years people are asking for nothing but the path of least resistance. The generation instant gratification ruined gaming.
Simplest solution to all of this is just make all leves "(poetics) scrip" and just hide all the crafter/gatherer gear behind scrip costs. No gil rewards.Like I said, it needs reworking, and my main reason for the removal of Gil from leves is because it would be inevitable from their side. Uncapped with Gil rewards it would turn into a very easy and ridiculous Gil printing machine. They did the same with collectables, they'd do the exact same for levequests.
Like it was always more efficient to do the beast tribe quests to level the crafter/gatherer first, because that at least had a storyline to it (and these stories are FAR more interesting than the collectible stories which just seem to repeat the "Hi, I'm so and so, we have a little problem (we kinda lack someone)", and you immediately go "I'll do it", yet there is pretty much nothing unique to the collectible quests, and you can pretty much level the entire crafter from it alone. But you only get to do that once. Where as the Beast Tribes you can do it repeatedly, just not as often. Hence they are the same as the leves. Limited by how many you can do per day.
What I want is there to stop being 500 different currencies in this game. Fold all the "scrip", "tomes/tokens", and beast tribe currencies into a general "combat gear", "crafting gear" and "gatherer gear" currency that directly scales off where it's earned. So under level 50 1:1, over level 50 to 60, 2:1, 60 to 70, 3:1, etc. Rather than the status quo which leads to obnoxious problem of being unable to determine who trades what, and in the case of dungeon drop tokens/parts ending up with 6 different item slots being wasted, per raid. Once it's no longer a current raid, collapse the content into a single "gear coffer" for what job you defeated it if ilevel synced, and one non-inventory "gear coin" with the same scaling like above, and dispense with the different tokens entirely. If you want the level 90 raid gear without doing the level 90 raid, then you have to do the syrcus tower 5 times as much. Or maybe the scaling can be even steeper to discourage that.
But with crafting and gathering, it just feels really insulting to basically make all this garbage that other players don't buy. It's an utter failure of a system that rewards players for the laziest method of doing things.
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