I think evolith system failed due to how worthless most of the stats you could add were. If they added evoliths that would add str or weaponskill damage to already good weapons would been different.
I think evolith system failed due to how worthless most of the stats you could add were. If they added evoliths that would add str or weaponskill damage to already good weapons would been different.
An evolith system made from the ground up to work with the game should be fine. The problem with evolith in FFXI is it was implemented during a time when the development team was still worried about making old content obsolete. Thus they made the system give nothing but side grades and hugely situational enhancements. Something implemented and designed to be used from the beginning should allow them to expand and be used for just about anything, especially if this is the developers answer to making sure crafting is still important even after quest/mob drops are fully implemented.
As long as you don't need to meet a retarded requirement (VS [Insert Enemy family here]: +10 Accuracy) it will be a nice addition.
I wonder to what extent we'll see this system work.
Evolith failled for the reason you mentioned, but it also failled because it's a pain in the ass to gather a bunch of people together.
Team content is fine, but it has to be easily accessible, and evolith were not in the context of FFXI. In FFXIV, considering the current playerbase, anything remotely similar would probably fail considerably too.
Well if they remake the craft system hopefully it'll be better then what it is now.. and not as mind numbingly long
If they'd shorten animations I'd be happy.
Hopefully we get some insight on this materia thing soon, amazing how many people were going into a frenzy trying to find info now they're QQing about Yoshida not posting this on the other language sections of the forums or pulling the FF7 = game is dead card.
Not sure if it's reliable, but someone translated the crafting thing: http://forum.square-enix.com/ffxiv/t...ll=1#post82101
back to the crafting post..
* these changes are meant to better benefit all the battle classes (being able to adjust the stats that is)
* the system is called "Myteria craft system" and crafters will be able to enhance the items they make by using stones optained by the gathering classes
* this system will enable:
- fighers & mage to better choose specfic gear (guess he means design gear more suited for their play style)
- crafters can contribute by creating items based on the demand
- gathers will get the items needed
* More in regards to this new system will be posted when a specific thread is created to talk about the system.
* they are working on changes to the crafting gauge, and he mentions that the team tested a system that does not use a gauge which seems to easy and boring so they are still reviewing that aspect.
( he talks about being able to make low rank items without time loss, didn't really understand what he meant, maybe he means that after a certain lvl, u can make the item without the gauge but thanks my opinion)
* They are also reviewing the repair system, while crafters benefit from it and can have their presence know, it seems to be not well liked by fighter/mage classes
* Because of the above point, he is thinking of somehow linking the repair system with the "Myteria craft system" in order to balance the repair system better. but since the myteria system is still in the works and not implemented yet, this is something that will require time.
* For now they are planning on making changes to the materials required for repairs.
* There has been alot of complains that it costs to much gil to repair at the npc but this is something, they will wait and see for now. Mainly because the economy in the game does not require the players to use a lot of gil. He wants to first make changes to the economy and based on how gil flows after the changes, he will consider the repair npc price.
* By implementing these changes, he feels that there will be a clear difference between the items you get from quest/monster and from crafters (not sure if hes talking about stats or appearance, he simply says a clear difference)
so that's all of it, if there is something else you need me to translate let me know but remember my japanese is not perfect lol^^
Sounds like a basic socketing system they're calling 'Materia' to get people all excited over nothing.
Either way, even if it's just basic socketing why is that not worth getting excited about? Crafters and gatherers definitely need a new way to make themselves useful, and if this is it, that's great.
Seems that Rukkirii also posted an English comment regarding the effects.
I guess I'll add that to OP.Hello everyone! We’d like to thank you for all of your feedback regarding your concerns.
We have discussed this matter with the development team. In regards to the size of magic and action effects, the current adjustments are just the beginning. The development team feels that more adjustments will be needed going forward. While they will not be implemented right away, we will continue to implement changes in the future.
Crafters and gatheres are useful... especially now considering how low population is (namely on the NA side)
I get alot people asking me to make stuff lately while i play and for repairs... I've had gathers come to me offering mats for crafted gear now too (including JP) it gotta be getting kinda crazy overall as is ;/
A return of 2hrs? Community rep just posted this:
Greetings everyone! We have heard about the possibility on 2 hour ability straight from the development team! Without further ado here's is what Akihiko Matsui, the FINAL FANTASY XIV Battle lead, had to say!
As of now, we are holding an overall review on the battle system, including the review on actions for each class. This may sound like a self-applause but as one of the creators of FINAL FANTASY XI, we feel that a lot of 2 hour abilities were very useful from both tactical and job characteristic perspectives. Thus we are considering about implementing similar kind of actions in each class. However with the action recast, we are considering about giving a further look to see if 2 hours is an appropriate amount of time or not based on the average time spent on upcoming new contents such as dungeon content. This is because the image we are having with these strong actions is to allow the use only once during the challenge.
Yeah they are useful now, but Yoshida's plan is to make gear more available from alternative sources. That would be detrimental to crafting and gathering.
Gildrein also posted this regarding accessory slot cost limitations:
Adding both to OP.Currently the development team is reviewing the accessory point system, including the abolishment of the system as one of the options. However by abolishing the accessory point system and removing the limit, different issues will arise. For example, by allowing players to have more accessories equipped, the value and effect of each accessory will decrease. Also by having more accessories in possession, a storage space issue will become present. To prevent these issues from happening, development team is giving a deliberate thought so please give us some more time on this.
Also we are looking forward to any additional feedback you may have so please don't hesitate to send your voice!
In addition, there's unofficial translations for Yoshida's other posts:
The user "Bahamut" said to Yoshida complain about the grand company, class naming change, auto attack, battle balance that dev announced before should be processed (implemented, in meaning) before touching craft.
Yoshida said he will reply these issues in other posts, first of all, grand company system will be explained from this weekend to next week.
The other used complains about "you said much and implemented less".
Yoshid said that the dev have separate function teams and implementing many features at the same time, but these features are all connected together to form the total game balance. So please understand that the dev are not asleep.Translation to crafting...Hello all, this is Yoshida.
Thank you discussing about surplus SP.
We know there are many requests (about remove surplus) in here and the threads of other region, we are basically considering to remove surplus SP when raid dungeon goes live.
I believe its the best to let players to determine their own play style.
Hello everyone, this is Yoshi-P!
This is the first post on fixes to the game economy that the crafting and gathering teams are working on under the leadership of Komoto. Sorry it’s taken so long to post, and thank you all for the great feedback!
In regards to crafting, there have been a number of discussions in a number of threads, but before I actually reply to any of those individually, I’d like to first give you a summary of the current crafting system and the direction we’re taking it.
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Among all synthesis-related fixes, our top priority is revamping existing recipes. We currently see the following problems bogging down crafters:
* Too many recipes requiring too many materials
* Unbalanced rank requirements for obtaining materials and crafting items
We’re making considerable changes, all aimed at bolstering the role of Disciples of the Hand in Eorzea’s economy. Once the revised recipes are worked out, I’ll be sure to post in this thread again.
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We also plan to introduce the below adjustments to the Discipline of the Hand “character arc,” together with the recipe changes mentioned above:
* Ease of solo crafting activities up to rank 20
* More focused crafting and economic activity from rank 20 on
To start, we’ll be making progression to rank 20 for Disciples of the Hand and Land relatively easier. Beyond rank 20, we’ll have crafters participating in the market, and playing a more active role in the in-game economy.
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We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:
* Create a characteristic uniqueness for Disciples of the Hand
* Allow Disciples of the Hand to craft items in high demand
For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, we’ll be balancing Discipline of War and Magic classes at the same time.)
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I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the game’s economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.
* Disciples of War and Magic can customize and personalize their gear
* Disciples of the Hand can answer the materia-fusing needs of others
* Disciplies of the Land can gather catalyst items to meet the realm’s demands
I’ll be posting more details on the Materia System at a later date.
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We’ve received a lot of feedback from players regarding the crafting gauge. So we actually tested the synthesis process without a gauge, and had our quality assurance team do the same. In the end, we thought it would be fairly simple to do away with the gauge altogether. We’ll be checking this out more carefully, however, so that future additions to the system will not negatively impact gameplay. This might take some time, so I have to ask for your patience until I’m in a position to write more about the direction we decide to take.
On the other hand, we’re thinking of bringing in some low-level “instant” crafting—quick recipes players can bang out without having to invest too much time.
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Last but not least, we have the repair system. While the current repair system serves as a way for crafters to put themselves in demand, it’s also obvious that it’s not very popular among Disciples of War and Magic. But, after the release of the Materia System (see above), I think that the repair system will begin to balance itself out a bit more. It’s going to take some time before that system is ready, though, so in the meantime we’ll be reassessing the required materials for making repairs.
We’ve also received feedback on the high costs of repairing items via NPCs, but ask that you give us a little more time to keep an eye on this. Unfortunately, there aren’t many ways to take gil out of the game right now, but once we get a few more in, we’ll look at adjusting repair NPC costs.
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By ushering in all of these changes, we’ll be drawing sharp distinctions between quest rewards, loot from battle, and the fruits of gatherer and crafter labors. In addition, it will also help to create more specific demands within the game economy. As always, we’re looking forward to your continued feedback and further discussion! For now, this is just an overview, and I’ll be making more posts in individual threads later.
Thanks!
The insistence of focusing so much effort into making the game playable by people who craft only is one of the flawed ideas that is going to seal the fate of this game. Gotta be different! Just like Ultima Online that came out in 1997!
Also, if FF11 can be used as evidence of their general skill at balancing things, I'd hope they aren't stupid enough to actually make 2 hour abilities again. But not much points at them having much intelligence, especially when it seems they focus alot of attention on what the 1,000 person player base thinks.
Interesting...so they're basically adding socketing with the gems to do so coming from gathering. It's a start. Seems like they're gonna add useful recipes to each class as well.
I'm not in favor of 2hrs. Once you add them you're basically adding an artificial timesink because all future content has to be balanced around people zerging with their 2hrs.
The socketing thing could be good.
And yes, this is exactly why I think that the fact they are even pondering or considering 2 hour abilities shows that the development team is composed of a bunch of window lickers. It makes game balance difficult and the overpowered 2 hours that they are sure to develop are going to make it so that certain things are a joke with a certain job 2 houring it. Not interested in chainspell stun or some kind of overpowered melee zerg. Then again, the multi class on one character option has been used in the past as an escape goat for poor game balance in 11, and will be used I'm sure in 14 in the future.
To Hyan, cool comment bro. I agree with you sometimes, sometimes I don't. I tend to be civil now days, and I don't really try to specifically respond to other posters opinions but instead post my opinion based on what the devs are saying on the new forums. However, your posts continue to do nothing but enlighten us all it seems. More than anyone you get butthurt by anyone who doesn't share your opinion. You might want to get over that.
Inc post about how I shouldn't be posting here If I don't even play 14.
Thanks, mate.To Hyan, cool comment bro.
E: The NM thread is pretty nuts... 400+ replies in a matter of hours lol.
Omg they finally got the message
"Hello everyone! This is Producer/Director Yoshida!
Thanks so much for the discussions on surplus points. There have been a lot of threads in other regions on the same topic and many of the comments have been the same. Along with the implementation of new dungeon and raid environments, we’re looking towards the direction of basically eliminating this system.
I feel that it’s ideal that players decide on the play style. "
/golf clap
Saw it coming but good to hear it from the horse's mouth.
The system does nothing for players and hurts the game due to its image and the negativity around it.