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To my dismay, I haven't read one post about crafting and how much they loved it.
Crafting in FFXI was amazing. The tetious, gruelling process added to the game's merit. When I hit 100+ Goldsmithing I felt so accomplished. I believe that XIV should make some core crafting's crafts applicable for everyone; in other words, small dedcation. However, if they take out the hardcoreness of crafts it will be an upset.
I know this will get flamed so lets keep our replies into haikus!!!!
Needs Hardcore Crafting
In hopes Square can achieve this
Final Fantasy
Comments
All I know is I am going to forget about leveling a little and farm and craft if it is anything like FFXI. I missed a LOT of money by not crafting sooner.
I enjoyed crystal crafting for what it was, but at the same time I kinda wish we could have used workstations. It would make it much easier to find skilled artisans to make what you need T_T
{Smithing} 60+ {Do you have it?} {Help me out!} {please}
Of course crystals allowed people to craft anywhere which was a big boon, and the whole elemental compass thing and tie ins with the weather made things more in depth. So whether there's something new, or we still have the old crystal system, I think it'll work out
Honestly, Key to crafting is to know the game and get to the highest lvl so you can farm the best possible thing. Lvling is more essental. Crafting in Final Fantasy was work. When things become work players tend to stray away from it, *just like life*... Like anything tho this differs player to player. Not to say, all great players had some craft to 100. But, they worked in, for example, skill up parties and such... Which, I couldnt ever get capped parry cuz i HATED skilling up. I would rather just lvl up that perticular job being gimped in skill everytime i lvled lol.
I'd like to see a more interactive crafting system where there are more options in how a given piece of armor or weapon, etc can come out.
If anyone here has played Ryzom, I love how their crafting was... For each craft there are basic types of materials needed (lining, filling, etc. for armor, for example). There are a variety of types of materials that can be used in each of those slots, and depending on the source (plant or animal? what region?) and quality of each material, it will affect the stats and, iirc, the color of the resulting item. Was a very very cool system.
Not saying that FFXIV's should be *exactly* like that.. but a system with a similar type of variety for items would be awesome. Then, players could conceivably craft a similar "set" of armor, but give each one unique stats.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
I would hope that they change a little to the crafting engine. Not too much but lets call it tweaking it a little. I am hoping for them to make it a little more less intensive to level. Other than that i loved the crafting.
Right like be able to imbue each peice with a fire crystal and get a +6 to damage for all fire spells cast while wearing the set? I like it!
I for one did like FFXI's crafting. It was complex and made sense. And they didn't limit you on how many you could learn... just how many you could master.
I've always hoped another developer would do something more in-depth and unique like this. Sure there would be a butt load more recipies, but having the option to craft a piece of armor and you choose the stats based on the extra material you add to the recipie...that would be really nice!
Another thing I've always thought would be a really neat idea that I was developing for a 2D MMO which I've now put on hold indefinitely:
You know how most enemies, lets use a wolf for example will drop its hide on occasion. Well, every wolf has a hide so instead of just on occasion; it should always drop one, but add variables to it. Like if you are a mage and you kill it using fire u get a Burnt Hide, or as a job using a sword and you use too many quick and less accurate strikes, so you end up with a Slashed Hide! Death by poison would result in a Poisonous Hide, and there can be several dozen different types of hides you could end up with depending how you killed the wolf!
This is where they could add in choose your own stats to crafted gear, so if you wanted a chest piece with less chance of or resistant to being poisoned, the additional material you'd need for this recipie would be a Poisoned Wolf Hide!
I know; was it EQ that had several different types of hides on some beasts, but only the pristine hide was ever really useful...I think! Anyway....this was my idea that I was developing and I hope some developer has at least thought of doing something like this cause its a really amazing system!
Before FFXIV got its own forum, I posted in a FFXI thread that my only real expectation for FFXIV is to have a crafting system that's even better than that of FFXI.
I loved even the frustrating parts of crafting in FFXI. My main criticism for it is that in the end FFXI crafting is fundamentally clicking a crystal, selecting materials, and hoping that you're lucky with HQs or 0.2-0.3s. It left so much room for improvements, yet it's already my favorite part of FFXI.
As for gameplay, I approach every Final Fantasy game with the thought that I'll learn to enjoy how its plays.
I kind of enjoy a more standard approach to crafting myself. i didn't really like all that crystal stuff that they had going on in 11, but i guess as long as they make it fun then I might try it out!
Never have been one for crafting a lot actually. Always seems tedious and boring.
I loved the crafting and the interdepency between all the professions. I remember when aquariums first came out and I had to rush to level woodworking to help with the final synth. I liked the influence of the moons on skill ups and HQ's. Crafting just felt very rewarding.
All that being said, I sure hope they do something about complete failures. Losing behemoth hides made you cry.
Try losing a speedbelt a speed belt >_<;;
Honestly, Key to crafting is to know the game and get to the highest lvl so you can farm the best possible thing. Lvling is more essental. Crafting in Final Fantasy was work. When things become work players tend to stray away from it, *just like life*... Like anything tho this differs player to player. Not to say, all great players had some craft to 100. But, they worked in, for example, skill up parties and such... Which, I couldnt ever get capped parry cuz i HATED skilling up. I would rather just lvl up that perticular job being gimped in skill everytime i lvled lol.
I loved crafting in FFXI eventhough I myself NEVER took on anything serious. Crafting in FFXI was good because not everyone could do it, taking that away from it in FFXIV will make crafting as useless as in WoW, I seriously hope that is not the case.
When I did play I considered myself a top player, had my PLD be lvl 75 second in my server (NA obviously) and lvled both WAR and BRD to 75 as well as being main tank for my guild for years but I never took on crafting so it was not something that all TOP players HAD to do. It just added to the whole feal of the game. Some people were known for tanking/some for being good healers/some for being awesome people and helping everyone and others for their crafting skills.
The crafting system in FFXI was terrible, well maybe not terrible but it certainly wasn't good. The only thing hardcore about it was trying to beat the farmers to the resource spawn points. Farming crystals to craft now that's just silly.
I hope they have a decent crating system with some actual challenge but I certainly hope they don't mimic the crap that was in FFXI. They should look at games that have done crafting well like UO , Horizons, SWG and Vanguard. The last 2 I'm only going on what a lot of people say never played either.
I liked the crafting system overall in that: you could didn't have a list as to what you could make. You had to experiment with different things. That's neat, I hope they keep that. Also most of the items were usefull.. add that to the fact that people could change jobs, there never really became a point (at least while I was playing) where even starter crafting items weren't usefull. They were always being bought ect. I liked that. I also liked that I could do it anywhere. Gives you something to do while a players was afk or whatever. So I hope they keep those things the same.
I also liked the idea that there were many different ways to get the items. I found myself typically making Ninja Tools all day. It was great way to make sure that I always had money. Shihei and Kurayami seemed to help as well as NM hunting. I made sure that I had a character in Sandy and Kazham. Instead of going through the entire process, it helped to cut the process in half.
All those games you mention have worthy parts of thier crafting stsem that would be wonderful to copy.
Horizons - Community projects for crafting, tunneling to new otherwise unaccessible areas, building bridges to islands. The number and variety of crafting professions was admireable. The ability to build all 13 crafting stations on ones plot and amount of landscaping customization one could do to a plot was quite amazing.
SWG - The complexity of crafting and the knowledge needed to craft allowed crafters to differentiate their abilities
Vanguard - The simple crafting mechanics of making an item was the best thats ever been done. The idea that crafting expereince is not done by makinga 1000 swords but only by work orders was one of the best innovations as it did not flood the market w/ items. But besides the mechanics Vanguard's crafting was very poor as it was not developed and was lacking in function and need. City building was never developed, experience was nerfed and made easy and crafting gear and weapons eventually became 2nd class items compared to drops.
Take the best of these games and one would have some amazing crafting. The crafting mechanics of Vanguard, the complexity and thought behind SWG and thhe building and community type crafting of Horizons.
Horizons was not a well funded game and the community aspects after release never truly developed. But the community aspects of their crafting was amazing even as it was. The potential for a new game to copy these community projects is there. At release buildings did not just get built ina day it took weeks to build a building. The problem is giving the communiies sufficient rewards for taking the time to complete these projects. Tunneling and building bridges did provide rewards as it provided new areas. Repairing ancient crafting stations gace crafters rewards as they cld craft closer to resources spawn areas. But builing walls. community town centers and other town projects never got the rewards that were initially talked about by the devs.
Whatever they do I hope they keep crafting mroe hardcore and harder to level than adventuring and make the items made by maxed level crafters of value.
I'm all for a crafting system that involved mini-games.
Why not?
Doesn't have to be anything crazy or anything.
Like...
Mining - You see kind of zoomed up view of a chunk of rock with shiny ore in it, you have to break the rock away without damaging the ore... like clicking on the rock itself and maybe holding button down for more strength etc. etc.
Crafting and resource harvesting where you play mini-games to make the process more interesting and player focused instead of click and wait crap.
Yeah I always thought a little minigame would be cool...
I could see Alchemy using a bejewelled type game and baking using a cooking mama or whatever that game is. Mining could use some minesweeper type thing with ore underneath the blocks and yeah there are many possibilites. It might make crafting take a little longer but that's not a bad thing either.. it's an MMO after all.
Crafting with a mini game would be awesome. I went cross-eyed in FFXI trying to craft.
All I can think of is Pokemon Diamond/Pearl ... the Underground! That mini game was rediculously addicting and fun! If they did that in FFXIV... omg... I wouldn't be able to stop playing lol!
All those games you mention have worthy parts of thier crafting stsem that would be wonderful to copy.
Horizons - Community projects for crafting, tunneling to new otherwise unaccessible areas, building bridges to islands. The number and variety of crafting professions was admireable. The ability to build all 13 crafting stations on ones plot and amount of landscaping customization one could do to a plot was quite amazing.
SWG - The complexity of crafting and the knowledge needed to craft allowed crafters to differentiate their abilities
Vanguard - The simple crafting mechanics of making an item was the best thats ever been done. The idea that crafting expereince is not done by makinga 1000 swords but only by work orders was one of the best innovations as it did not flood the market w/ items. But besides the mechanics Vanguard's crafting was very poor as it was not developed and was lacking in function and need. City building was never developed, experience was nerfed and made easy and crafting gear and weapons eventually became 2nd class items compared to drops.
Take the best of these games and one would have some amazing crafting. The crafting mechanics of Vanguard, the complexity and thought behind SWG and thhe building and community type crafting of Horizons.
Horizons was not a well funded game and the community aspects after release never truly developed. But the community aspects of their crafting was amazing even as it was. The potential for a new game to copy these community projects is there. At release buildings did not just get built ina day it took weeks to build a building. The problem is giving the communiies sufficient rewards for taking the time to complete these projects. Tunneling and building bridges did provide rewards as it provided new areas. Repairing ancient crafting stations gace crafters rewards as they cld craft closer to resources spawn areas. But builing walls. community town centers and other town projects never got the rewards that were initially talked about by the devs.
Whatever they do I hope they keep crafting mroe hardcore and harder to level than adventuring and make the items made by maxed level crafters of value.
The crafting system in Ryzom was also very interesting.
I'd just like for them to not hurt the crafts... like goldsmithing... went from lucrative to crud at the high levels when certain stuff was no longer crafting exclusive or there was no HQ version
Call me a glutton for punishment, but I enjoyed the tedious leveling of the crafting system in FFXI. I'm a huge fan of making the resulting item being worth using, and for making a system that weeds out people who aren't actually that interested in a craft. I've played too many games that either make the items to be next to useless until you are a max level crafter, or make it too easy to finish the leveling process within a day or even a week of hardcore crafting.
I too am an advocate for some sort of crafting mini game to break the tedium a bit, but also desire the complexity(better chance for a HQ ,fail, need to discover recipes, etc) and chance that any combine including ones that require rare items can completely and utterly fail. I think this helps to keep the market from saturation, and lengthens the time where certain items are relevant within the current content.