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  1. #1
    Cerberus
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    Synthesis Recipe Revisions (08/18/2011)

    http://forum.square-enix.com/ffxiv/threads/276

    [dev1016] Synthesis Recipe Revisions

    * The following revisions are planned for patch 1.19. All changes listed are still in development, and therefore subject to change.

    Patch 1.19 will see existing synthesis recipes revised, and new ones added.

    The patch will introduce new recipes designed with accessible synthesis in mind. Barring some exceptions, the new recipes will boast simplified steps and ingredients over existing ones.

    * The following adjustments will affect new recipes only.
    * Old recipes will remain valid concurrently with new recipes for a time, after which they will be removed completely.

    The new recipes will boast the following refinements:
    Abolishment of Parts from Synthesis

    At present, the requirements for synthesizing parts (such as weapon heads and cuts of fabric) are frequently higher than those of the item itself. It is also often the case that skills in a secondary class are required. These two factors combine to render the synthesis a demanding process. In addressing this issue, as a general rule, new recipes will no longer consist of parts.

    The following is a recipe comparison of two armor pieces belonging to the same rank range.

    Current Recipe (Hempen Doublet)

    1 hempen doublet front
    1 hempen doublet back
    1 pair of sheepskin shoulder guards (taupe)
    1 sheep leather strap (taupe)
    1 pair of hempen sleeves
    1 spindle of hempen yarn

    New Recipe (Hempen Doublet Vest)

    1 bolt of undyed hempen cloth
    1 spindle of hempen yarn
    1 circle of sheep leather
    1 copper ingot

    Revisions to Materials and Intermediary Materials

    While there are numerous types of materials and parts in existence, low market demand has resulted in shortages for a large number of items. In addressing this problem, we will gradually do away with intermediate materials that find little use, leaving only those that are central to synthesis. At the same time, we will narrow the gap between the requirements to equip and synthesize gear (across all steps).

    * Please be aware that certain materials will become obsolete when the old recipes are phased out.

    Removal of Secondary Skill Requirements

    Many of the current recipes have a secondary class requirement, forcing players to develop skills in multiple crafting disciplines. New recipes, however, will not require secondary skills at this point in time.

    * In the future, it will be made so that players benefit from developing skills in multiple disciplines.

    Removal of Crafting Facility and Treatise Requirements

    As with secondary class skills, crafting facilities and treatises are virtually essential for current recipes. New recipes, however, will require neither at this point in time.

    * Alternate uses are being considered for crafting facilities and treatises.

    Simplified Color Customization

    Currently, players can customize the color of their item only by using colored intermediary materials. This process is rendered extremely complicated due to the fact that intermediary materials come in various hues, along with the existence of dedicated dyes for different types of material (lumber, cloth, metal, and leather).

    The new recipes will allow players to color-customize items in a single step by using dyes. Furthermore, universal dyes will be introduced that can be used across all material types.

    -------------------------------

    Awesome stuff, I doubt anyone will be unhappy with this!

  2. #2
    the whitest knight u' know
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    I kinda' wish they would just make all the changes to all existing recipes... fuck the items people stocked up. Kinda' like I wish they replaced optimal/favors with requires on all existing gear.

    Either way, good changes.

  3. #3
    Relic Weapons
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    Oh, dyes you say?

  4. #4
    Bagel
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    Changes look nice, much less of a pain in the ass

  5. #5
    F5 Like A Boss.
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    I like it. No need for absurd amounts of mats/parts to create stupid shit. I remember making lowbie chainmails and wanting to shoot myself.

  6. #6
    New Odin
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    Alreadyyyyy?

    Sounds good! 1.18 notes started dropping so late.

  7. #7
    Falcom is better than SE. Change my mind.
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    Wonder how this will effect synths like Champion's Lance/Barbarian's Bardicahe(sp) after old recipes are abolished.

  8. #8
    Old Merits
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    I welcome these changes!

  9. #9
    Aro
    Aro is offline
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    Sounds good, brings it more in line with XI style (at least in number of items required)

  10. #10
    E. Body
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    Quote Originally Posted by Karinastar View Post
    Awesome stuff, I doubt anyone will be unhappy with this!
    Fuck this! I liked the outrageously retarded crafting system that required layers upon layers of secondary materials because it made my crafting job more like my already monotonous real life job.[/sarcasm]

    Anyways, can't wait for 1.19, gave up on weaver because of the current system.

  11. #11
    Bard-turned-Miner
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    Wow, much bigger changes that I expected would happen. I do feel a little bad for those who've invested the time to get all the training manuals and such... I hope once they reintroduce an effect from them it makes a worthwhile difference.

  12. #12
    F5 Like A Boss.
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    Quote Originally Posted by Kirbyprime View Post
    Fuck this! I liked the outrageously retarded crafting system that required layers upon layers of secondary materials because it made my crafting job more like my already monotonous real life job.[/sarcasm]

    Anyways, can't wait for 1.19, gave up on weaver because of the current system.
    While you're being sarcastic... that is an actual complaint on the official forums. Go over there for a good facepalming.

  13. #13
    Bard-turned-Miner
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    Yeah, having read through a bit on the official forums, the "masses" are not happy... lol.

    A while back they redefined both DoL and DoH from "full" classes to "support" classes for battle classes. When you think about it that way, this makes a lot more sense.

  14. #14
    New Odin
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    The truth is that any sort of benefit that the multi-layered synthesis system offered will be replaced with materia and the separation of finished items into color-coded class-specific equipment.

    Whatever makes playing with the economy more interesting is fine with me.

  15. #15
    green jellybean
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    So I guess I better liquidate all those dye's I've been holding onto waiting for my friend to rank up their leatherworking. I definitely welcome the changes, but I wish there was a way to know what mats I have that are no longer useful/will be phased out. I'm a bit of a pack-rat so my retainers are full of random stuff, I have difficulty getting rid of things that may be useful.

  16. #16
    D. Ring
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    They finally get the dying thing. Good changes for sure!

  17. #17
    Hydra
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    I will finally craft after 1.19, shit like this is what I've been waiting for since launch before I tried my hand at it again. And to all the stuffy old school FFXIV crafters on the forums? Fuck 'em. What the hell is great about trying to make a lvl12 axe, needing level 18 carpentry to make the handle, 22 goldsmithing for the inlays, and a bunch of other ridiculous shit. It's not "realistic" it's FUCKING OBNOXIOUS.

  18. #18
    Nidhogg
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    Quote Originally Posted by Karinastar View Post
    Awesome stuff, I doubt anyone will be unhappy with this!
    I LOLed.

    The problem with the first change is they may as well take DoL classes out of the game because they just killed 90% of the demand for the raw materials that used to make the parts. Unless this comes with a massive nerf in gathering production (I'm talking like 90% here) that change is just going to make gathering irrelevant.

    "Removal of Crafting Facility and Treatise Requirements"

    Why? Why eliminate all need to ever visit your crafting guild? Especially at a time when airships will make travel from city to city easier. Why eliminate the treatise requirements too? Is it really so bad that you can gain marks from leves and use these to purchase skills that make your job easier? Why is being rewarded for doing local leves a bad thing? They may as well just remove marks from the game completely and give people the other things bought with them as they level up. While they're at it they may as well remove the guilds from the cities too since they will serve no purpose any more.

    I wonder what else they can dumb down. How about get rid of the crafting bar, making it click and hope like in XI? How about going one step further and have you talk to an NPC who will automatically take mats from your inventory and synth you dozens of items. Hell, why not take crafting out the game altogether and have an NPC sell +3s of every item for 1 gil each. Maybe even that wouldn't be dumbed down enough for some of these mouthbreathers.

    Simplifying dyes is an awesome change however. But they could have handled the parts better. For example lower the rank needed to make them to be more in line with the finished item, allow them to be instant synths, allow them to be made in bulk (with increased material cost), lots of things they could have done. Making gathering irrelevant isn't the solution.

  19. #19
    Justin Bieber
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    Wtf is this people at forum talkin about guild and training books being useless?

    I believe they are trying to move from the shitty concept of "unless you have facility/books, you botch" to "with facility/books, i can do better but i dont need to complete my fucking craft so i can finally grab crafting leves that doesn't have guild in whichever town im currently at"

  20. #20
    Vuitton
    Guest

    This is bittersweet for me. I like some of the changes, but don't like some of the changes. Changing the dye system to a universal dye means that the DoL get screwed in the market place as Fisher provides the dyes for wood items (lacquers from spearfishing), Botanist provides the dyes for cloth items (moss dyes from harvesting), and Miner provides dyes for leather items (scales from quarrying). Metal dyes come from colored sands which might be from spearfishing but I think largely from mob drops.

    I am pro-dye changes but don't eliminate the dyes...

    I am on the fence about the treaties and facilities. Largely because I've spent a lot of guild marks buying cooking and alchemy treaties...

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