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  1. #1
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I kind of like the way Vidictus does its gear.

    You complete dungeons to farm craftable items which later you have an NPC make, the difference with FFXIV is that you could have crafters make the item.

    You could either sell the craftable drops on the marketwards to make profit or get a friend/FC member to make the item for you.

    There is so much potential for this, for example a requests board where you could look for a crafter to make an items.

    I'm not saying take away all dungeon loot but the dev team have stripped crafting of all purpose in ARR.
    (5)

  2. #2
    Player
    Lotarion's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Lotarion Ninefingers
    World
    Moogle
    Main Class
    Goldsmith Lv 50
    DoW/DoM could still make a lot of gill by selling dungeon mats to crafters. Then crafters would make items and sell them back. This should be a full circle. Now DoW/DoM can play on their own and crafters can... well they can't do much.
    (3)

  3. #3
    Player
    RyuujinZERO's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    K'hali Thalen
    World
    Goblin
    Main Class
    Scholar Lv 71
    I like where this thread is going. Some of these suggestions strike a good middleground between making crafters too powerful and the current state of total irrelevance.
    (1)

  4. #4
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    The very best gear (like upcoming relics) should require mining and botanist and multiple DoH classes and take a long time to get. Each raw material is untradeable and can only be gathered or received from areas filled with mobs way beoynd level cap. Then you eventually craft the gear on your own.

    Stull like that should obviously be optional, but some very tough side content would get easier and the effect on PvP would be high.


    E: And no, absolutely no grinding for currency.

    E2: As time goes by, better gear starts appearing for less effort, so these long quests become pointless to do, they can be made available through other means (or unobtainable, making it a rarity), while the new tough gear take the mantle of ultimate gear.
    (0)
    Last edited by Sove92; 09-25-2013 at 09:53 PM.

  5. #5
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Sove92 View Post
    The very best gear (like upcoming relics) should require mining and botanist and multiple DoH classes and take a long time to get. Each raw material is untradeable and can only be gathered or received from areas filled with mobs way beoynd level cap. Then you eventually craft the gear on your own.

    Stull like that should obviously be optional, but some very tough side content would get easier and the effect on PvP would be high.


    E: And no, absolutely no grinding for currency.
    I have all gathering at 50 and most crafting at 40+ and I don't like this one bit.

    Nobody should be forced to level a craft or gathering class if they don't want to, I agree that it would be cool to have both gatherers and crafters partake in making a relic but it should be as simple as providing a certain rare ore or crafting a certain hard to make item.

    Definitely shouldn't be an item which is only bound to that character.
    (1)

  6. #6
    Player
    OrionInerghem's Avatar
    Join Date
    Aug 2012
    Location
    Ul'dah
    Posts
    252
    Character
    Aldebaron Phoenix
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    One of the biggest things that pulled me into XIV 1.0 was that crafting+gathering was relevant, and if you wanted to spend the time and money, you could max your job beyond anyone else to make a truly unique XXX Job


    Crafting is like a puppet class now, here we are 1 month from launch and prices are so low that it often costs more to teleport than by a stack of 99 of that item on the AH, even for things that should net way more than that for their level.
    Everyone has the same gear. Nothing is unique. For a second I thought the 70 crafted gear would be useful, But by the time you pull off the quad meld to make it better than DL, you'll probably have the myth for 90 gear anyhow.
    Everyone gets their 3 dollars of lunch money per week to spend on the predetermined lunch plan. Face it, we're now playing the middle school version of FFXIV.
    No /tells because you might be mean to someone
    No group battles because someone might not have a friend
    no crafting because if you don't bring enough for the class then don't bring any.
    (4)

  7. #7
    Player Battlewrench's Avatar
    Join Date
    Aug 2013
    Posts
    369
    Character
    Haru Degurechaff
    World
    Brynhildr
    Main Class
    Pugilist Lv 65
    I like this idea. Something needs to be done and this is one of the better suggestions. I know I didn't make a point or anything just wanted to show support for a decent idea. +1
    (3)

  8. #8
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    I'm glad some people are keeping the discussion civil, thanks for your feedback ;D
    (0)

  9. #9
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I read all posts and haven't seen it mentioned anywhere. There are recipes, that seem to require exactly those torn/molding/brittle items to make a vintage version of that item. From what I saw, it has more slots but not sure about the stats. So the basic system is already there, they'd only have to build upon it. Crafting/Gathering got degraded too much imho, so that would be a good alternative to farming tomes. Which is pretty boring, I'd rather craft and gather.

    @Felis: yeah, remember going to Ifrit hard as a gatherer and stunning him? :P
    (2)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  10. #10
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    Quote Originally Posted by Shiyo View Post
    The tomes we currently get from running dungeons would give "Rusted/molded/tattered" gear and you'd need to gather items from mining/botany or buy them off the AH, as well as acquire drops from beastmen strongholds, which are instead full of elite/dungeon enemies that take 2-4 players to kill(or a very skilled/geared soloist) and they never leash and chase you for a very very very long time, almost forever, while also patrolling around the zones and buffing each other without being engaged. You'd then take the beastmen drops, the tattered/rusted/molded gear and some gathered materials to a crafter who would finish your product for you(could add a window like melding that let someone take all your mats and synth them for you so people wouldn't steal your stuff) and could be HQed, as well as melded with materia. They should also edit the materia system and add more unique materia as well as fixing the stat caps but not completely removing them, allowing us more customization with how we gear. Make all the drops sellable as well, for a more thriving economy.

    Could also add token gear for crafters and gatherers so they could have ilvl 70/90 gear too and you could potentially play the game as ONLY a crafter/gatherer. Add some super high level materials in beastmen strongholds that require ilvl 90 gear to gather and are used for ilvl 90 stuff too.


    What would this accomplish? It would make all forms of content relevant, dungeons, raids, outdoor zones, crafting, gathering, and materia would be more useful, there would be more gear customization, more theorycrafting, a better economy and a much more enjoyable game(IMO). It would also be a complete unique experience like no other game using systems already in the game, just simply expanding them.
    Don't get me started on this.

    Disciples of the Hand/Land having their own unique classes was, to me, one of the great promises of 1.0. When I read this was happening I was super excited. I pictured equal content and gear for DoL/H and exciting gameplay complete with missions/quests and special objectives. I feel that this was originally Tanaka's view as well. But Yoshi stepped in and sidelined DoH/L. He brought the focus completely on DoW/M classes and I think if he had his way they would not be unique classes at all. I understand his reasoning. It takes effort/resources to build them out into what they should be.

    However, this is a huge wasted opportunity. The uniqueness of having a Miner or Carpenter with their own mine or workshop or their own 'missions' - or forming parties of DoH/L is something that would make FFXIV way more attractive to a large audience.

    Instead Yoshi has taken opportunities to squish any potential there might have been for dynamic DoH/L gameplay. When I first found out that materials for the highest level items were only acquirable by tomestones (which are only acquirable from DoW/M dungeons) I practically deskpalmed. The FATE/quest system for DoW/M has made gear almost worthless from a crafting perspective. The market is completely screwed up with many low level materials costing twice as much as higher level ones: velveteen > linen!!!??? Even the materia system with stat caps vs some of the higher leveled gear is extremely disappointing. It used to be that materia was greater than all - but with an extremely high price. Now the materia system is so watered down that of course they had to water down the stats... this doesn't really benefit anyone - its a lose/lose. Also, getting a 'AF' tool as a reward for finishing the DoH/L quests was extremely disappointing. You can literally level a craft using leves from 1-50 and get your 'AF' outfit/tool in one day. This is not fulfilling.

    Your suggestions are fantastic but go in the opposite direction from where Yoshi is running. Even his comments about crafting being vital for housing is warning sign to me. Who cares about vanity housing! Make crafting/gathering meaningful for where it counts! Equipment! Weapons! I'm with you, on this. Let's hope DoH/L comes into focus eventually. There's a huge win waiting to happen for this game.
    (7)

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