No. Most items you can buy from npc.I have been crafting on culinarian lately and I find the lack of simplistic recipes unnerving.
For grinding exp I have to rely on crafting fish into sand, and that makes me sad, because when I'm levelling Culinarian, I want to feel like one.
But the recipes that would make me feel like I really am a chef take too many ingredients that grinding for exp on them is purely inefficient.
So I devised a new crafting mechanic.
Take the recipe for Blood Currant Tarts for an example:
1: Blood Currants
2: Maple Sugar
3: Salted Butter
4: Pie Dough
5: Sun Lemon
6: Natron
7: Gridanian Walnut
8: Mineral Water
As you can see, its completely unrealistic to expect to grind on something like that.
First thing that came to my head was for them to simplify recipes like they did for every other crafter, However a lot of people like this, and it can be nice to make you feel immersed as a high-quality chef.
However the system I devised would keep the best of both worlds, what I am suggesting is a crafting mechanic where each recipe has a set of simple minimum required ingredients and a set of optional ingredients to increase quality/HQ% chance.
So let's look at the recipe for Blood Currant Tarts again but with my new system in mind:
1: Blood Currants (required)
2: Maple Sugar (required)
3: Salted Butter (required)
4: Pie Dough (required)
5: Mineral Water (required)
6: Sun Lemon (optional - HQ+5%)
7: Natron (optional - HQ+5%)
8: Gridanian Walnut (optional - HQ+5%)
As you can see the ability to use this recipe to grind exp increases, however it keeps its complexity for those not grinding exp and rather, grinding them for money/quality.
However this idea can be applied to all the other crafts too and wouldn't necessarily have to apply to every single recipe where it makes sense to be basic.
They can also add items to the already simplistic recipes of other crafts as optional flairs for higher quality.
If there's anything you don't understand, let me know and please discuss with your thoughts and ideas!
Leave craft as it is.
Sir, I did not say that you were a noob, nor am I particularly rich. I have 7.8m at the moment, primarily because I do not have the time (or the will) to farm relentlessly.is everyone as rich as you? everyone seems to think I'm a noob and must be only asking for this kind of system because i suck, right. unlike alot of people I'm not selfish like that, I'm proposing a system like this for the good of everyone, I have plenty of gil and it's always running, but you shouldn't have to fork out near 300k gil to grind a few levels on something.
What about the new players?
a system like this could go great places, its basically exactly the same as the current system, but more dynamic and realistic.
I am quite lazy, and I have millions. Anyone can do it. As I said, a couple of hours of work farming bomb ash, but also, boar hides, raptor hides, aldgoat hides and horns (horns sell particularly well), various low-level ores from mining or botany, fishing, et cetera.
There are also leves, quest rewards, and the like. It is not an unreasonable statement, saying that gil is easy to make. It is. o.o I am not denigrating you. I am stating fact.
Incidentally, dynamic I might buy, but I do wonder at this realism thing when you're playing a fantasy game where we square off against berserker killer demons of air and darkness. (>.>) And where a psychopathic fellow has called down a flippin' moon to revive an ancient evil that's gonna shred the planet. Whither realism?
you're thinking of realism in the wrong way then.Sir, I did not say that you were a noob, nor am I particularly rich. I have 7.8m at the moment, primarily because I do not have the time (or the will) to farm relentlessly.
I am quite lazy, and I have millions. Anyone can do it. As I said, a couple of hours of work farming bomb ash, but also, boar hides, raptor hides, aldgoat hides and horns (horns sell particularly well), various low-level ores from mining or botany, fishing, et cetera.
There are also leves, quest rewards, and the like. It is not an unreasonable statement, saying that gil is easy to make. It is. o.o I am not denigrating you. I am stating fact.
Incidentally, dynamic I might buy, but I do wonder at this realism thing when you're playing a fantasy game where we square off against berserker killer demons of air and darkness. (>.>) And where a psychopathic fellow has called down a flippin' moon to revive an ancient evil that's gonna shred the planet. Whither realism?
great fantasy epics are those that blur the line between fantasy and realism, for they can both coexist.
People need air to breath, the day is hotter in the summer and colder in the winter. This is realism, does it hurt the fantasy at all or does it enhance it by bringing the world to life?
Are we to say that because this game is set in a fantasy world, that crafting is supposed to be unrealistic?
Realism promotes a believable world, no matter how many monsters and magics and chocobos you throw in.
If people can choose to put optional ingredients in their recipes, does the world become less fantasy?
My main concern isn't the recipes as such. I am sure I have received pretty much every ingredient in every food item through general play and levelling DoL. I've then promptly sold it to NPCs since the ingredients for cooking alone could easily have filled both my retainers. If we could buy extra retainer space I would not have a problem with the current system but as someone who has leveled all crafting classes and needs some inventory space for each, my only option for culinarian was to grind fish.
I don't think that whether you add lemon or not to the pastries really counts as adding realism into an ostensibly combat-focused game. I believe crafting is right at where it should be. There are some complex recipes, there are some that are simple. Why not try a new recipe rather than propose adjusting the entire system?you're thinking of realism in the wrong way then.
great fantasy epics are those that blur the line between fantasy and realism, for they can both coexist.
People need air to breath, the day is hotter in the summer and colder in the winter. This is realism, does it hurt the fantasy at all or does it enhance it by bringing the world to life?
Are we to say that because this game is set in a fantasy world, that crafting is supposed to be unrealistic?
Realism promotes a believable world, no matter how many monsters and magics and chocobos you throw in.
If people can choose to put optional ingredients in their recipes, does the world become less fantasy?
Also, you just kinda skipped over the rest of my post.
Then use another recipe
Acorn Cookie (lv35 recipe):
Rye Floor - 43 gil
Table Salt - 11 gil
Iron Acorn - gathered
Mineral Water - 60 gil
If you don't want to buy or grind the items, use leve like every other crafter who don't want to buy or grind the items.
Last edited by Felis; 08-28-2012 at 11:16 PM.
Stepping back for a moment - while I do not agree with the general premise of your post, I think that the idea itself has some value. Recipe complexity is pretty good where it is I should think, but adding the ability to "spice" up (no pun intended) recipes for bonus to HQ chances isn't bad. On the contrary it's quite interesting.
It think it is a good idea.I have been crafting on culinarian lately and I find the lack of simplistic recipes unnerving.
For grinding exp I have to rely on crafting fish into sand, and that makes me sad, because when I'm levelling Culinarian, I want to feel like one.
But the recipes that would make me feel like I really am a chef take too many ingredients that grinding for exp on them is purely inefficient.
So I devised a new crafting mechanic.
Take the recipe for Blood Currant Tarts for an example:
1: Blood Currants
2: Maple Sugar
3: Salted Butter
4: Pie Dough
5: Sun Lemon
6: Natron
7: Gridanian Walnut
8: Mineral Water
As you can see, its completely unrealistic to expect to grind on something like that.
First thing that came to my head was for them to simplify recipes like they did for every other crafter, However a lot of people like this, and it can be nice to make you feel immersed as a high-quality chef.
However the system I devised would keep the best of both worlds, what I am suggesting is a crafting mechanic where each recipe has a set of simple minimum required ingredients and a set of optional ingredients to increase quality/HQ% chance.
So let's look at the recipe for Blood Currant Tarts again but with my new system in mind:
1: Blood Currants (required)
2: Maple Sugar (required)
3: Salted Butter (required)
4: Pie Dough (required)
5: Mineral Water (required)
6: Sun Lemon (optional - HQ+5%)
7: Natron (optional - HQ+5%)
8: Gridanian Walnut (optional - HQ+5%)
As you can see the ability to use this recipe to grind exp increases, however it keeps its complexity for those not grinding exp and rather, grinding them for money/quality.
However this idea can be applied to all the other crafts too and wouldn't necessarily have to apply to every single recipe where it makes sense to be basic.
They can also add items to the already simplistic recipes of other crafts as optional flairs for higher quality.
If there's anything you don't understand, let me know and please discuss with your thoughts and ideas!
It doesn't hinder other players looking to simply farm their way to success, while still allowing others to craft high quality items slightly more easily.
Keep up the good ideas!![]()
LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)
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