I do think that the development team has to take a hard took at crafting, gathering and the economy as a whole. Please make crafters and gatherers more relevant while leveling and end game![]()
I do think that the development team has to take a hard took at crafting, gathering and the economy as a whole. Please make crafters and gatherers more relevant while leveling and end game![]()
Agree they need to think long term. Apart from rolling up lvl 50's to get the needed End game crafts they will quickly become in low demand and not worth the effort.
Add sockets to the endgame gear maybe limit it to 2 melds per piece.
Make sure the top tear materia is chanced drop from the highest ilvl craft gear.
Make the Highest ilvl gear slightly easier to obtain/Craft
Maybe add in some Forbidden materia recipies for Durability Materia , Spirit Bond Materia , Gil Finder (only something small like 1g per kill per level).
just a few ideas
Hmm.. OP..I do see some of your points and I agree to certain extend....however..I'm 50 bot/carp...and have accumulated over 2mil Gil in Malboro server selling items I haved crafted...my highest class following my crafter is a 23 tank...I am capable of making lvl 70 gears but of course I can't since I don't have a character with lvl 50 to acquire tomes...but I have no issues selling my craft items...I don't think crafters are too bad....
Since you state you have a 50 Botany that goes with you're carpentry. The question if I may ask, are you gathering the materials from Botany then using it to craft? If so wouldn't it just be better to sell the materials? Perhaps not always, but on my server it's better to just sell the materials most of the time. But since you are 50 I can understand that a majority of the players on your server hasn't reached to level 50 with their carpentry so the competition for 40-50 stuff is probably virtually untouched for you as of now.
Thi sis what I've been stating in my previous post "Are Fates Killing the Economy". The problem is there are too many ways to accumulate gear through the level up process. You don't have to worry about weapon upgrade because your class quest provides one for you every 5 levels. You can buy gear from NPCs assuming you don't get what you need from questing or using seals. Then there are dungeon drops to compete with. Yeah sure Crafting gear is better but why spend the money when the dungeon drops can get what you need done for free of gil?
SE needs to revaluate the system. Needs to get rid of gear from NPCs, remove gear from quest items, and perhaps increase the costs of GC gear.
Truth is, since it's so easy to level in this game and that goes for crafting too ( literally leveled armor smithing from 33-42 in 1 hr) at some point the markets will literally be flooded with both HQ and NQ crafts that the demand for items will have to increase by a lot or the prices will plummet. But demand won't increase if the of gear isn't removed as stated above.
Last edited by Darlantan; 09-09-2013 at 12:14 PM.
That is another huge problem. As much as I hated equipment destruction in 1.x it actually gave a reason to craft. On my server there only seem to be a couple of crafters that bother with doing HQ items but even that is enough to crash prices. And the market gets saturated more and more every day =/.Truth is, since it's so easy to level in this game and that goes for crafting too ( literally leveled armor smithing from 33-42 in 1 hr) at some point the markets will literally be flooded with both HQ and NQ crafts that the demand for items will have to increase by a lot or the prices will plummet. But demand won't increase if the of gear isn't removed as stated above.
Crafted gear is equal or better stats wise, provided it is HQ, but the dungeon gear is not only free, it looks much better than the crafted gear. I actually think a lot of the crafting problem could be solved by having more unique skins for crafted gear instead of having them look exactly like the vendor gear.
I don't think the look has much of an issue. Really the focus for most players is to reach end game. To them the game doesn't start until they're level 50 and since Fates are the quickest way to level, the problem is with fates you don't need gear as it's not gear demanding as say a dungeon would be. If they actually nerfed the Exp in fates and increased the Dung. difficulty and exp I bet more people will keep up with their gear. Plus if you got rid of the NPC's selling gear and quests handing out gear like it's Halloween candy we'd see a surge in economic activity as DoL and DoH will be in demand. Simple fix really but I doubt SE will do it.Crafted gear is equal or better stats wise, provided it is HQ, but the dungeon gear is not only free, it looks much better than the crafted gear. I actually think a lot of the crafting problem could be solved by having more unique skins for crafted gear instead of having them look exactly like the vendor gear.
Leveling up crafting is still an extra side to just leveling battle classes and easily getting better gear while completely circumventing the crafting/gathering system. And there is still much you have to do prior to ever being able to craft the Ilvl70 gear, or even ilvl55 gear. At base EXP, Leveling Gathering classes is quite a bit slower than leveling crafting classes, and DoH are dependant on DoL after level 20 for further recipes. And leveling only 1 crafting class, you will have minimal skills necessary to really have any real shot at HQ'ing any of them. You'll need to level up all of them, or you're completely relying on a very low HQ chance, even with HQ mats.Thi sis what I've been stating in my previous post "Are Fates Killing the Economy". The problem is there are too many ways to accumulate gear through the level up process. You don't have to worry about weapon upgrade because your class quest provides one for you every 5 levels. You can buy gear from NPCs assuming you don't get what you need from questing or using seals. Then there are dungeon drops to compete with. Yeah sure Crafting gear is better but why spend the money when the dungeon drops can get what you need done for free of gil?
SE needs to revaluate the system. Needs to get rid of gear from NPCs, remove gear from quest items, and perhaps increase the costs of GC gear.
Truth is, since it's so easy to level in this game and that goes for crafting too ( literally leveled armor smithing from 33-42 in 1 hr) at some point the markets will literally be flooded with both HQ and NQ crafts that the demand for items will have to increase by a lot or the prices will plummet. But demand won't increase if the of gear isn't removed as stated above.
And I'll note that some classes don't have skills you'll use too often or at all, and armorer is one of them. I make use of 7 of 8 cross classed lvl50(37 for culinarian) crafting skills and 4 of 8 lvl15 skills (3 of the skills are lower level duplicate of the level 50 ones).
Last edited by Reika; 09-09-2013 at 05:17 PM.
Actually no. That statement is incorrect. There's a way gain a significant boost to crafting HQ items (You'll have to find out if you don't already know). Yes you'll probably need HQ mats to make them but none the less you'll HQ without any issues. I am only level 42 armorer and I can HQ any Mythril/Cobalt piece with ease, provided I have the HQ mats. But even then with steel mats I can HQ gear without the need for HQ mats. And once I get better gear from weaving (I am actually using like 5 level 15 pieces of crafting gear) I'll be able to HQ mythril with NQ mats too.
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