I don't know if its just hopeless addiction by now, but I am still amazed by the crafting system. I'm lvl 38 as my main crafting profession right now and I am still continuously learning new techniques and information as i go along. almost everything i craft is useful and can be sold for some profit. i still feel the strong interdependency from other crafting professions, gatherers, and monster drops. also being able to use cross class-skills is awesome! I feel like crafting in this game is really a skill as opposed to just random button mashing like in all other games because you really need to analyze every situation and use all your skills accordingly. Gear also makes a significant difference. Man, its all just great lol. My crafting job actually outleveled my fighting profession yesterday.
Most memorable games: AoC(Tryanny PvP), RIFT, GW, GW2, Ragnarok Online, Aion, FFXI, FFXIV, Secret World, League of Legends (Silver II rank)
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The crafting system I liked myself but I found the product I made was pretty worthless for drops / quest rewards were equal or better then what I was making. Does it change in the higher levels for I only got to 15.
This is the secret weapon of FFXIV. This is what will keep it profitable and p2p for the next decade. I think there are people like myself and the OP who have been looking for a AAA themepark with a robust crafting/gathering/economy. FFXIV stands alone in this category.
All die, so die well.
It is impossible to have a "robust" economy when equipment doesn't degrade and break over time.
You think Ford Motors in RL would be able to make a profit selling cars if they never degraded and could be driven forever? No
The true "Robust" economies are ones based on loss, whether that be by it breaking from use or being destroy. This is why SWG's durability system, and EvE's ship-loss system created/creates lifelike economies in a virtual space.
You will NEVER have a "Robust" economy ever in FF14 despite how good their crafting system may be unless items will eventually break, which they won't since they're using WoW's repair system which is only a way to remove X amount of coin from the game over-time. ie: gil-sink
The only problem with their attunement system that i'm seeing in order to create materia is that people aren't doing it. They're hoarding their gear for sub-jobs in case they ever need them again.
That's been the mindset so-far on their forums and ingame that i've seen anyways.
This was my initial thought as well (foom and I have discussed it more than once I believe). their plan seems to be in offering a place for crafting within the content of the game. Like in RVR which is planned for release at some point.
If they can incorporate a reason for crafting and viable game-play at the same time (think the death watch bunker), that will more than make up for decay IMO. Seeing will be believing of course.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
As demand increases for materia, prices driven up and people will start considering whether it is worth their time to break materia. I mean the profit gained by a broken materia and the loss of the item I could see being justified if the price of the materia being sold is high enough. The only purpose behind a 100% soulbound item IS to in fact break the item, it does nothing sitting in inventory and quite possibly could be being wasted when you could be working up more items into 100% soulbound for materia. Just my theory at least.
This was my initial thought as well (foom and I have discussed it more than once I believe). their plan seems to be in offering a place for crafting within the content of the game. Like in RVR which is planned for release at some point.
If they can incorporate a reason for crafting and viable game-play at the same time (think the death watch bunker), that will more than make up for decay IMO. Seeing will be believing of course.
I made a thread about how the economy works
here. It is actually going to be a lot like a sandbox economy because of how spirit bond and materia works. IMO, it actually is a step up from SWG's decay til broken system and it works in a tiered gear themepark. I'm pretty excited about it.
I think you are missing the whole use the item until spiritbond at 100% then DE the item for materia thing...which is pretty major...
Most memorable games: AoC(Tryanny PvP), RIFT, GW, GW2, Ragnarok Online, Aion, FFXI, FFXIV, Secret World, League of Legends (Silver II rank)
The crafting system is definitely a big plus for the game. Its better than WOW, but slightly worse than Everquest 2 (which isn't a bad thing since EQ2 system is the best on the market IMO).
I definitely enjoyed what crafting I did in Beta. I haven't had the chance to play live yet since I still can't make a character on Gilgamesh (as of Wednesday). I may end up play my old 1.0 character...which I'd rather not.
Raquelis in various games
Played: Everything
Playing: Nioh 2, Civ6
Wants: The World
Anticipating: Everquest Next Crowfall, Pantheon, Elden Ring
My biggest problem with the crafting is sticking to one class. Right now i find myself constantly hoping from one to another while only making 1 or 2 lvl gains here and there....
Also question?
How the hell are you guys managing all your mats ? My bags are packed!!!!
Aloha Mr Hand !
retainer holds 175 items and you can hire 2. So thats an extra 350 slots.
The crafting in this game so outstrips the rest of the content, I see far more people in town making goods and gathering than actually running combat related content. I'd love to see stats on character class levels across the population. I'm willing to bet crafting/gathering classes combine for more levels than combat classes.
Which begs the question, who's going to wear all that beautiful HQ gear?
Idk, it sounds like people will be selling stuff just to be disassembled. Please correct me if I'm wrong, but I envision page after page of the same items with no value but to disassemble.
Is the time from 0-100% long, so that I would want good stuff will i'm progressing it?
Of course people will be selling items for the sole purpose of spirit bond and then disassemble. Specific types of gear create specific types of materia. It wont be pages and pages of generic items because the result would be all the same materia. You will have people who mass produce popular items and then there are the high level items that take a lot of time, resources, and multiple crafting classes to produce which produce specific highly desirable materia.
It reminds me of SWG because back then Id have my day to day grind gear and then my hq gear for special occasions. In FFXIV, instead of your day to day gear breaking and being forced to buy more, you have the option to reincarnate it into materia. You can spirit bond and item from 0-100% in a day of play.
Keep in mind this is just the materia aspect of crafting. Crafting HQ weapons and armor on their own merit is worth the gil since it is competitive with top tier raid drops. Also not all drops can be dyed but crafted gear can so for people who want to look unique, crafting is the best way to go.
We haven't even been hit with housing decor and furniture yet. I'm also starting to see some crafted HQ gear that has the same stats as raid drops but with added materia slots. So in some cases it appears that crafted gear is best in slot.
All this and we arent even touching cooking and alchemy which are both very involved.
Anyway, its just crazy good crafting and gathering in an economy that looks like a blast to be a part of.
Thank you for you time. Is there some type of limiter on how much you can craft, or could I craft 200 chairs, 800 knife handles and 500 swords as long as I have the mats and the time during the day? Limiter as in fatigue or something like that?I'm hoping you say yes.
You can mass produce generic items if you have the mats. Complex items require to be made one at a time. They tried a fatigue system in the original version of this game and it didn't work. Its not that type of crafting really.
I am also loving the crafting system. This is the first system I have actually enjoyed I should hit level 50 today. Though being able to sell everything for a good profit I wish I was on your server won't say mine because I may be found out but.... I am one of only three high level Crafters for my class on my server who can actually make the pre-relic weapons and my God I have never seen such awful undercutting in my life I have watched the pre-relic weapons drop over 40k in one day just because one guy HAS to sell his weapon before me and the other guy.... he seriously under cut me by almost 30k the other night.....
Seriously some people are total dumbasses why undercut and crash an item to where you are barely making a profit from making it what is the point....
Anyways rant/rage aside I am really loving this system quite fun where you have to decide "Do I risk one more touch to go for high quality but risk failing the item should this synthesis fail or skip doing an extra touch and give my self room for failure but blow my chance at achieving high quality."
Mass producing stuff isn't always the best though keep an eye on your leves there are a few leves, usually for basic items such as lumber or ingots, that can be turned in multiple times and still only count as a single leve and rake in absolutely insane exp. Been wondering how those few guys already have 3 or 4 level 50 craft skills? Well this is how. Though this will usually end up being very expensive though right now on my server if you use basic walnut lumber on the level 25 carpentry leve you make a profit though it is best to use HQ items on leves because you get an extra 200% exp and gil bonus. For my level 45 class leve I can get roughly 300k EXP!!!! in a single leve using HQ items.
Here's my worry.
The crafting system is amazing...but I believe it's being nerfed by the EZ mode leveling.
After all, why would I go buy an HQ piece of gear if im going to outlevel it in a few hours?
Not to mention im going to get a passable piece of gear just for questing.
Maybe my worry is misplaced? I was only able to play beta 3 as I am currently deployed to afghanistan and was on R and R during that time.
There is item decay. Over time usage (not much) and then death decay (the bigger chunk). Rather than having items simply wither away though, you are reliant upon crafters to repair said gear. There are also NPC's to repair gear....but they cost an ungodly sum of money compared to what a crafter can repair it for.