Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

My thoughts about crating in this game

DzoneDzone Member UncommonPosts: 371

I know crafters can make hq of most of the gear, but in the end you can get so much gear from so many different ways directly from the game which is better than the comparible crafted item.

 

Like greens from dungeons usually better than crafted gear. The gear you get from trading tomes at lvl 50 from that npc in mordah is compartible, if not better than crafted gear. The stuff from coil I heard is stronger in comparison.

 

Gear is handed out to everyone In so many ways that I feel this game would be fine withought crafters.

 

For example this one guy in my FC started allittle while ago, and is really into this game. Hes 50 rougue now and been progressing with end game for a while now. He asked us the other day "How do I use the marketboard?" So he basically was able to play this game through all the leveling and some of endgame without ever even using the market board. He only wanted to know how to beable to sell an item.

 

That reminded me of when I first started. I literally whent to endgame just gearing up from quest's and dungeons, never once used the market board.

 

Now crafters can synth vanity gear you get from dungeons wich has pretty good stats and looks good. Seems like the only thing crafters are really good at is making cosmetic stuff. Aperently the way you look nowadays is very important to people. Even youshi said in the past that the market board is mainly for cosmetic stuff. I just don't get that mentality these days.

 

In the past crafters used to be needed. For example in ffxi, crafters made bullets,arrows,ninja tools, prism powders (invisible), Sneal oil's (sneak). Those items would run out and people would need to keep buying those from crafters. So that alone kept crafters in demand. With ff14 however, they removed all of that stuff.

 

Even though crafting in ffxiv is enjoyable, they just seemed to make it pointless unless your into looking a certain way, which I just don't seem to care about, but aperently others do.

 

Also the market pre 50, nothing even comes close to 100k on my server. Which is rediculas compared to how much money the game dishes out to people each week. Just from doing my daily guildheast and low level roulette with the adventurer in need bonus, I make like 170k a week. Over all the weeks I've played it sure has added up.

 

Also the supple vs demand is outa wack. I can go out and spend like 15 minutes mining an ore, and end up with a full stack 99 of that item, and with some hq's. Go back and can prolly make 20 items with that. On the flipside the amount of time it takes to sell stuff pre 50, it would prolly take me 2 weeks to sell 15 minutes worth of work. You can only imagine how much stuff I've gatherd over the coarse of over a year playing this, trying to turn all of that into craftable items to sell.... that would take 2 years or more.... I would hafta literally just stop doing everything but craft until my maats run out, because I keep ending up with so much more than what I need its become a reall inventory issue.

 

I miss the days when crafters were needed and the supple vs damand was a lot more balanced, but ffxiv has that completely unbalanced.

 

 

Comments

  • FoomerangFoomerang Member UncommonPosts: 5,628

    Actually, HQ gear is better than dungeon drops and quest rewards because the stats are customizable. To end raid guilds outfit themselves in the 110 gear in order to beat wod because of the freedom in materia melding.

    Without crafter's, half the game systems wouldn't work or be severely limited in versatility and customization.

    The expansion is bringing even more depth with the mastery system which will allow us to experiment past the HQ state for even more stat customization.

    The main thing I do in this game is gather, craft, and play the market. There is so much interdependence between all of the crafting and gathering classes, you can always find a niche to supply at any given time.

    Fact is, no other mmo on the market holds a candle to this game in regards to crafting and gathering. No other mmo has this amount of dedicated content, variety of content, and updates every patch. No other mmo has crafting classes with their own quest lines, tiered gear sets, a faction rep of their own, two Acton bars worth of abilities, the list goes on.

    Most people that don't like the crafting in this game typically don't understand how it works and are used to crafting in games like wow. I noticed you mentioned greens like that means the same thing here as it does in wow. It doesn't. In fact, dungeons in this game don't even drop greens so are you sure you're in the right forum? Lol

  • Quazal.AQuazal.A Member UncommonPosts: 859

    I enjoyed the crafting, and i know this isn't the debate here... but for me the biggest , biggest issue

     

    UI -- It was awful, the interdependency on item A on item B on item C on  Craft A to Craft B to Craft C just to make  level 20 item was stupid.

    For the crafting ui to work as they have some much interdependence should be simply i want X so it will automatically queue allt he pre-reqs... Instead of me trying to rmember what level recipie x is to make that that will allow me to make the next part and so forth.

     

    That change alone would help no end. The only big change would be good if the items had a little tooltip that stated what craft it was used for at least then the alck of bagspace wouldnt' be so evident when you have all the random crap loot drops

    This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game where of course you're welcome to call me names im often found lounging about in EvE online.
    Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by Quazal.A
    I enjoyed the crafting, and i know this isn't the debate here... but for me the biggest , biggest issue

     

    UI -- It was awful, the interdependency on item A on item B on item C on  Craft A to Craft B to Craft C just to make  level 20 item was stupid.

    For the crafting ui to work as they have some much interdependence should be simply i want X so it will automatically queue allt he pre-reqs... Instead of me trying to rmember what level recipie x is to make that that will allow me to make the next part and so forth.

     

    That change alone would help no end. The only big change would be good if the items had a little tooltip that stated what craft it was used for at least then the alck of bagspace wouldnt' be so evident when you have all the random crap loot drops


    That's one of the things that makes it good IMHO. Those of us who are dedicated crafters have all that stuff memorized so it is a non issue for us. It's a good example of time spent doing an activity creates an advantage over someone who doesn't. You wouldn't expect the combat to become more convenient just because it has a lot of interdependence. No. You'd learn to play if you wanted it to be second nature
  • Quazal.AQuazal.A Member UncommonPosts: 859
    Originally posted by Foomerang

     


    Originally posted by Quazal.A
    I enjoyed the crafting, and i know this isn't the debate here... but for me the biggest , biggest issue

     

     

    UI -- It was awful, the interdependency on item A on item B on item C on  Craft A to Craft B to Craft C just to make  level 20 item was stupid.

    For the crafting ui to work as they have some much interdependence should be simply i want X so it will automatically queue allt he pre-reqs... Instead of me trying to rmember what level recipie x is to make that that will allow me to make the next part and so forth.

     

    That change alone would help no end. The only big change would be good if the items had a little tooltip that stated what craft it was used for at least then the alck of bagspace wouldnt' be so evident when you have all the random crap loot drops


    That's one of the things that makes it good IMHO. Those of us who are dedicated crafters have all that stuff memorized so it is a non issue for us. It's a good example of time spent doing an activity creates an advantage over someone who doesn't. You wouldn't expect the combat to become more convenient just because it has a lot of interdependence. No. You'd learn to play if you wanted it to be second nature

     

    For me crafting always was / is a more important part than end game (cant remember last time i killed a max level boss from almost any game), for an example the last 5 years ive done nothing but be in manufacturing in EvE but the difference is at least with EvE if i want to make item X 15 times their UI tells me how many of each item i require and then what skills are required for said item..

    I dont need to know this before hand, and given the whole strew of recipies possible in both games a simple change and it would have 0 impact on any game play. Going back to the  combat it does have this. how many games (and FF14 is poss one of the worst) lights up the skill when its going to crit (i dont need to remember that skill 3, cast 4 times will crit skill 4 the game tells me).. .so your hand fed combat but not industry :) 

     

     

    This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game where of course you're welcome to call me names im often found lounging about in EvE online.
    Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by Quazal.A
    Originally posted by Foomerang   Originally posted by Quazal.A I enjoyed the crafting, and i know this isn't the debate here... but for me the biggest , biggest issue     UI -- It was awful, the interdependency on item A on item B on item C on  Craft A to Craft B to Craft C just to make  level 20 item was stupid. For the crafting ui to work as they have some much interdependence should be simply i want X so it will automatically queue allt he pre-reqs... Instead of me trying to rmember what level recipie x is to make that that will allow me to make the next part and so forth.   That change alone would help no end. The only big change would be good if the items had a little tooltip that stated what craft it was used for at least then the alck of bagspace wouldnt' be so evident when you have all the random crap loot drops
    That's one of the things that makes it good IMHO. Those of us who are dedicated crafters have all that stuff memorized so it is a non issue for us. It's a good example of time spent doing an activity creates an advantage over someone who doesn't. You wouldn't expect the combat to become more convenient just because it has a lot of interdependence. No. You'd learn to play if you wanted it to be second nature  
    For me crafting always was / is a more important part than end game (cant remember last time i killed a max level boss from almost any game), for an example the last 5 years ive done nothing but be in manufacturing in EvE but the difference is at least with EvE if i want to make item X 15 times their UI tells me how many of each item i require and then what skills are required for said item..

    I dont need to know this before hand, and given the whole strew of recipies possible in both games a simple change and it would have 0 impact on any game play. Going back to the  combat it does have this. how many games (and FF14 is poss one of the worst) lights up the skill when its going to crit (i dont need to remember that skill 3, cast 4 times will crit skill 4 the game tells me).. .so your hand fed combat but not industry :) 

     

     



    Let eve crafting be eve crafting and ffxiv crafting be FFXIV crafting. Also, just because you love crafting in one game doesn't mean you will in another. And that's totally fine. Just like variations of combat.
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    Originally posted by Foomerang

     


    Originally posted by Quazal.A

    Originally posted by Foomerang  

    Originally posted by Quazal.A I enjoyed the crafting, and i know this isn't the debate here... but for me the biggest , biggest issue     UI -- It was awful, the interdependency on item A on item B on item C on  Craft A to Craft B to Craft C just to make  level 20 item was stupid. For the crafting ui to work as they have some much interdependence should be simply i want X so it will automatically queue allt he pre-reqs... Instead of me trying to rmember what level recipie x is to make that that will allow me to make the next part and so forth.   That change alone would help no end. The only big change would be good if the items had a little tooltip that stated what craft it was used for at least then the alck of bagspace wouldnt' be so evident when you have all the random crap loot drops
    That's one of the things that makes it good IMHO. Those of us who are dedicated crafters have all that stuff memorized so it is a non issue for us. It's a good example of time spent doing an activity creates an advantage over someone who doesn't. You wouldn't expect the combat to become more convenient just because it has a lot of interdependence. No. You'd learn to play if you wanted it to be second nature  
    For me crafting always was / is a more important part than end game (cant remember last time i killed a max level boss from almost any game), for an example the last 5 years ive done nothing but be in manufacturing in EvE but the difference is at least with EvE if i want to make item X 15 times their UI tells me how many of each item i require and then what skills are required for said item..

     

    I dont need to know this before hand, and given the whole strew of recipies possible in both games a simple change and it would have 0 impact on any game play. Going back to the  combat it does have this. how many games (and FF14 is poss one of the worst) lights up the skill when its going to crit (i dont need to remember that skill 3, cast 4 times will crit skill 4 the game tells me).. .so your hand fed combat but not industry :) 

     

     


    Let eve crafting be eve crafting and ffxiv crafting be FFXIV crafting. Also, just because you love crafting in one game doesn't mean you will in another. And that's totally fine. Just like variations of combat.

     

    Totally agree.  My favorite crafting was in Vanguard.  If I held everyone to that standard (for me), then I would probably find very, very few games that I would enjoy crafting.  I try to enjoy crafting in most games I play for different reasons.  

    I self identify as a monkey.

  • WarlyxWarlyx Member EpicPosts: 3,368

    the only thing i dislike about crafting is

     

    1- RNG , the proc of some of the skills are RNG until u have melded to the teeth gear , procs can change everything from failure to HQ gear ~~

    2- Melded gear or dont bother crafting at max lvl , and melding gear is again RNG , u gonna waste thousands of gils (or waste hours farming for materia) in order to get crafted melded gear  ....to start crafting 2-3-4 star items

     

    In other games after u hit max lvl in crafting u can do everything but in FFXIV , crafting has it own endgame gear that u need to "enchant" in order to being able to craft the highest stuff , and gear is usually just for that crafting if u want to craft leatherworking and weaponsmith u need 2 gearsets.....

    Fun system for ppl that really love crafting and want to only craft horrible system for the normal player or dragonslayer/ pvper.

  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    I'm trying to understand where the OP got the idea that crafted gear was weaker than dungeon/raid gear in FFXIV....He must've not learned about melding.
  • KajidourdenKajidourden Member EpicPosts: 3,030
    Originally posted by Albatroes
    I'm trying to understand where the OP got the idea that crafted gear was weaker than dungeon/raid gear in FFXIV....He must've not learned about melding.

     

    BiS gear guides disagree.

     

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by Kajidourden
    Originally posted by Albatroes
    I'm trying to understand where the OP got the idea that crafted gear was weaker than dungeon/raid gear in FFXIV....He must've not learned about melding.

     

    BiS gear guides disagree.

     

    He's actually kinda right.  There are certain jobs that uses crafted gear with melds for the end game raids because they are better so crafted gear is pretty useful.  They are definitely better than dungeon gear and most tombstone gears if melded right but they can be very expensive that's why most people just use tombstone gears.

  • RLWDRLWD Member UncommonPosts: 50
    Originally posted by Skuall

    snip

    In other games after u hit max lvl in crafting u can do everything but in FFXIV , crafting has it own endgame gear that u need to "enchant" in order to being able to craft the highest stuff , and gear is usually just for that crafting if u want to craft leatherworking and weaponsmith u need 2 gearsets.....

    Fun system for ppl that really love crafting and want to only craft horrible system for the normal player or dragonslayer/ pvper.

     

    Yes the biggest issue this game's crafting system has at the moment is the fact that the barrier of entry is so high.

     

    To "start" crafting endgame you need to do: get all crafts to 50(ugh) for cross-class abilities, then grind your way for your own gear which you then have to meld or spend all your money(which, truthfully, you'll more than make back with time) to alleviate that process.

     

    Luckily they're addressing all this with the expansion by doing at least 2 things:

     

    1. Upon reaching lvl 55 you can specialize in up to 3 crafting classes, which will unlock new abilities, this system is being put in place to ease the entry into crafting by making it so you don't have to level everything to cap and can even just truly specialize in one class if you want to (not possible right now).

     

    2. They're adding an analog to tomestones for crafting which you can trade in for gear, while making it so that you can get crafted crafting gear faster but giving you an alternative or complementary way of progressing, easing, again, the barrier of entry into crafting.

     

    Despite knowing how crafting works (I have lots of omnicrafters on my FC), i could never get into it just because looking at what you have to do to just "start" looks like too much of an hassle. I will probably be active in at least 1 crafting class with this changes :)

     

    This easing of entry into crafting might have some negatives though, specifically for current crafters. It's a fair speculation to think that the profitability might go down a bit if the number of suppliers increases dramatically, but we'll have to see.

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by RLWD
    Originally posted by Skuall

    snip

    In other games after u hit max lvl in crafting u can do everything but in FFXIV , crafting has it own endgame gear that u need to "enchant" in order to being able to craft the highest stuff , and gear is usually just for that crafting if u want to craft leatherworking and weaponsmith u need 2 gearsets.....

    Fun system for ppl that really love crafting and want to only craft horrible system for the normal player or dragonslayer/ pvper.

     

    Yes the biggest issue this game's crafting system has at the moment is the fact that the barrier of entry is so high.

     

    To "start" crafting endgame you need to do: get all crafts to 50(ugh) for cross-class abilities, then grind your way for your own gear which you then have to meld or spend all your money(which, truthfully, you'll more than make back with time) to alleviate that process.

     

    Luckily they're addressing all this with the expansion by doing at least 2 things:

     

    1. Upon reaching lvl 55 you can specialize in up to 3 crafting classes, which will unlock new abilities, this system is being put in place to ease the entry into crafting by making it so you don't have to level everything to cap and can even just truly specialize in one class if you want to (not possible right now).

     

    2. They're adding an analog to tomestones for crafting which you can trade in for gear, while making it so that you can get crafted crafting gear faster but giving you an alternative or complementary way of progressing, easing, again, the barrier of entry into crafting.

     

    Despite knowing how crafting works (I have lots of omnicrafters on my FC), i could never get into it just because looking at what you have to do to just "start" looks like too much of an hassle. I will probably be active in at least 1 crafting class with this changes :)

     

    This easing of entry into crafting might have some negatives though, specifically for current crafters. It's a fair speculation to think that the profitability might go down a bit if the number of suppliers increases dramatically, but we'll have to see.

    I think that's the whole point of the system.  That not everyone can do it and it's a good thing.  It's made for people that are dedicated to the crafting jobs just like how people are dedicated to their battle jobs.  It's a meta game in itself.  It's an awesome system for the game and the market.  Crafting would literally be useless if everyone is able to just do anything they want once they hit max level.  It's so easy just to get a crafting class to level 50 as it is. 

    It's not a HASSLE for people that enjoys this type of gameplay.  It's a crafters endgame.  I myself when I started crafted don't even play any of my battle jobs any longer.  To me, it's that good.

  • RLWDRLWD Member UncommonPosts: 50
    Originally posted by vandal5627
    Originally posted by RLWD
    Originally posted by Skuall

    snip

     

     snip

     

    I think that's the whole point of the system.  That not everyone can do it and it's a good thing.  It's made for people that are dedicated to the crafting jobs just like how people are dedicated to their battle jobs.  It's a meta game in itself.  It's an awesome system for the game and the market.  Crafting would literally be useless if everyone is able to just do anything they want once they hit max level.  It's so easy just to get a crafting class to level 50 as it is. 

    It's not a HASSLE for people that enjoys this type of gameplay.  It's a crafters endgame.  I myself when I started crafted don't even play any of my battle jobs any longer.  To me, it's that good.

    Except they thought it was, and are changing it...

     

    Of course, the point is not to make it so more invested people won't reap the higher rewards, they are keeping that. The issue was the barrier of entry, for someone who wants to just say level a cul to sustain himself on food it requires that person to level up all the classes in order to do so, which is unreasonable.

     

    The point is it's adding another side to crafting that is more accessible, but the market will always favor those who put in more time and effort and have more crafting classes and resources to play with it. So it's a win win for everyone.

  • FoomerangFoomerang Member UncommonPosts: 5,628

    The new crafting system allows for greater customization of items while bringing back end game interdependence similar to how it was at launch before everyone had everything maxed.

    I am primarily a botanist. I fill orders and make my rounds similar to when I was a ranger swg working for various doctors and armor smiths.

    But I also craft and it will be nice to be able to make the best items in one profession without having to master them all.

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by RLWD
    Originally posted by vandal5627
    Originally posted by RLWD
    Originally posted by Skuall

    snip

     

     snip

     

    I think that's the whole point of the system.  That not everyone can do it and it's a good thing.  It's made for people that are dedicated to the crafting jobs just like how people are dedicated to their battle jobs.  It's a meta game in itself.  It's an awesome system for the game and the market.  Crafting would literally be useless if everyone is able to just do anything they want once they hit max level.  It's so easy just to get a crafting class to level 50 as it is. 

    It's not a HASSLE for people that enjoys this type of gameplay.  It's a crafters endgame.  I myself when I started crafted don't even play any of my battle jobs any longer.  To me, it's that good.

    Except they thought it was, and are changing it...

    I see the changes but without seeing how it's implemented, we don't exactly know how it's going to be yet.  So we'll see.....

  • DilligDillig Member UncommonPosts: 123

     As someone who tanks end game content I can assure you crafted items are not useless. I use a full set of crafted melded accessories all the time. not just end game raiding.

     

    It is the first game that I actually use crafted items in end game.

  • beat_downbeat_down Member UncommonPosts: 46

    You're doing it all wrong. The game's economy is a pyramid scheme. You need to just focus on making crafting gear for the other crafters and gathers. 

    I made at least 250 million off Dodore accessories alone. 

Sign In or Register to comment.