I still like it more than XI's, though that isn't saying much.
The interaction idea is nice, but the execution wasn't even close to good.
I still like it more than XI's, though that isn't saying much.
The interaction idea is nice, but the execution wasn't even close to good.
It would be nice if you were trying to HQ something. For leveling, everything should be hasty-hand-esque with 0 chance of HQ. Then you have a system that doesn't fucking suck.
That's what they actually talked about in one interviews after announcing 2.0. They they're thinking of implementing an additional crafting system, so you have the current one you use when you want to HQ, and a quick craft which is fast but you cannot HQ with it.
Thank god I use one of these...
http://img684.imageshack.us/img684/2907/dippingbird.jpg
Hmm, maayybe... Can't say I remember the details, somebody would need to find that stuff to confirm![]()
I'd be happy if the minigame was relegated to two forms. -Automatedsynth with no chance to HQ, if the synth is above your level it increases the chance to fail, and -HQ/Difficult recipesynth, one where you play the mini game and increase your chances for successfulHQ/successfulNQ(if the recipe is far above your crafting level with little chance to succeed using the automatedsynth)
If you're ten levels over a synth it should never fail either.
It would be nice if crafting was like skyrim. Just hit a button and boom it's made. Then just make mats a little more rare and make it take longer to level up.
Then if you want a HQ, you have to do some sort of mini game where how good you do determines how good of an HQ you get. Like you have to play a level of angry birds and your score determines your HQ, lol. Obviously not that, but something fun.
Is there some rule somewhere that says that crafting has to be a time investment of just sitting there hammering buttons?
Seriously... what in the world?
The time taken to level a craft needs to be lessened if anything.
Do we really need to take as long as it takes to finish an entire offline RPG just to level a single craft?
As much as I want to be stupid and say I sucked up spamming enter with a turbo button, everyone else should too, the mini game needs to go. With the dated recipes eventually going I think it will even out pretty well. The current recipes are kinda too easy ex. make 12 silver nuggets > 6 silver rings > npc for profit. That needs to change if you can just insta synth them and level a ton faster. Making profit/breaking even shouldn't really be an option if you're 'power leveling'. Not to say that you shouldn't be able to make some money as you level up (like make some lowbie gear and sell them in the wards) but with a little bit of research you can basically level up a craft to 50 for less than a mil (mostly shard expenses) by npcing gear.
If you could insta synth stuff I would actually go out and gather my own materials (the real time sink) then synth them (a fraction of the time it takes now) and be happy with it.
Edit: Oh, and of course let's remove the typical XI BS when it comes to synthing, mostly talking about fail %. If you synth something 10 levels under you there should be 0% chance of fail. Throw in some tiers for HQ by 10 levels above, 20, 30, whatever to boost your HQ chance instead of the current system where it's all about luck and quality. Maybe even include some system where you hit a number (let's say 100 quality) and you automatically HQ(not to say hitting this number should be easy).
Problem is, if you oversimplify the crafting mechanic, you're gonna end up with something like WoW where if you have the mats before hand, you can go from 1-max in one day. While it isn't ideal, I like that there is a hurdle for crafting jobs that prevents most not so dedicated folks from crafting at all. Remove the hurdle, and you'll start seeing nearly everyone with maxed out crafting jobs.
I just hope they are keeping the hurdle in mind for the crafting fix. Getting mats isn't a problem unless you're on a deserted server.
Edit: I don't agree with turbo spam, to clarify my position on it. It's taken me a year but I have 5 crafting jobs maxed out and intend to finish the last 3 sometime within the next few months. All Legit.
You must be insane by now. Or something... My highest craft is like 25 Armorer and I wanted to gouge my eyes out each time I was trying to level up since like 2-3 levels ago and thinking "how the hell people can even get max craft in a legit way, when you need so much more exp later on and don't really get more per craft"
Local Leves is the only way I can handle actually trying to level a crafting job... followed by topping them off with Ifrit exp.
I would argue that the hurdle to crafters is getting the materials in the first place (goddamn felt) but that may just be me.
I mean unless you really pick and choose your prices, it is impossible/unreasonable to be a crafter and nothing else. DoL just go find a tree/whatever. DoW/M just go find a dude and beat them up. DoL... leves or bring your own mats. Yep.
When/if the ability to spam enter to repeat is removed, my crafting drive will drop 900%.
Close to it heh.
But I've mainly used Local Leves as the method of raising my crafts. Then Ifrit came out and I supplemented Locals with Ifrit runs, though Locals were still my main method of raising crafts.
The reason why I don't consider getting materials to be a hurdle is because of the way local leves work. Free materials to skill up on everyday, and they reward you with real materials so you can grind on your own time. I ended up with at least 20 stacks of cobalt ore raising blacksmith alone.
FFXI had very hard crafting mechanics, random skillups supplemented by the fact that it is very hard to make any money on crafts (or on anything non-HNM related for that matter).
FFXIV gives you a set of materials every day to grind on, as well as even more materials to grind on once you finish locals. While the bonus for finishing sucks early on, it starts to pick up around level 40. So really the only thing that stops players is the actual crafting gimmick, which I think is the hardest part for any player to get past. I'd be fine with making it easier, but I'm against something that allows me to "Press a button for max out a craft". As long as there is something that makes crafting not appeal to everyone without time and dedication to it, i'll be okay with crafting.
I'd say less than half of the rewarded materials from Local Leves are realistically usable for exp. Alchemy, for example, gets complete trash from leves the whole way to 50 (mostly Latex/Silex/Minium).