How do you plan to harmonize game mechanics to please both casual and serious players?
(It was a big problem in 1.0 as it favoured one or the other)



How do you plan to harmonize game mechanics to please both casual and serious players?
(It was a big problem in 1.0 as it favoured one or the other)
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!)




Will it be possible to own more than one housing estate at one time? For example, different sizes or in different cities?




If we choose to move from one housing estate to another, will we be able to move our old house to the new property or somehow dismantle it into parts and retrieve furnishings to move them to the new piece of land?




Will gatherers and crafters have a lot of quests to do throughout the world aimed specifically at them so that they can also experience quest grind like combat classes? I'm talking specifically about quests in the wider world (not related to guild quests every few levels) that actually require the creation/gathering of items in a quantity that can be strung together en mass to level up for a large number of levels, just like the combat classes are getting.
And if the quest grind is not available to non combat classes, why would that be? It has been decided that the open world monster grind is too poor a levelling technique for combat classes, but grinding the same recipes/nodes seems equal with that.




Are there any plans to release new gathering/crafting classes, either at launch or later? If so, what might they be and how might they work?




Are there any plans to make crafting classes and the crafting of recipes recipes more unique from one another? Previously, one technique or two was enough to rule them all, regardless of what you were making or on which class it was made on.




Will there be FATE's or other group oriented activities (aside from hamlet) aimed towards crafters/gatherers exclusively?




Will crafters and gatherers ever get any non tradeable rare gear that we must make ourselves? Things like a rare non tradable log or gem which can be made into a rare non tradable piece of crafting/gathering gear? Something that allows a player to really show off their own achievements and puts value on gathering and crafting in conjunction with each other, without introducing combat elements into it.




When the level cap is eventually raised, will luminary tools of both crafters and gatherers have a higher level upgrade option?



* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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