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do you think "crafting dungeons" would be a good idea?Follow

#1 Aug 01 2014 at 10:02 AM Rating: Good
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It would work kinda like a normal dungeon except 1 DPS would be replaced by whatever crafting job the dungeon requires.... the way the dungeon would work is that certain items that are exclusive to that dungeon would either be dropped by enemies killed or picked up along the way in which crafters would have to craft into a key or item that opens a door that allows to group to proceed further into the dungeons, and boss fights might have a similar function where the boss or adds drop stuff constantly throughout the fight and the crafter would have to use said items and keep the CPS (yes I just made that up lol Crafts per second) coming that would slow down the adds swarming the party or stop the boss from unleashing is ultimate party wiping attack.

Just something that keeps crafters and gatherers more involved... I hear 1.0 had something like that in Hamlets where they were needed to make stuff during the battle that the healers, tanks and DPS needed to win or what not. That sounds fun. Im also not a HUGE fan of having control over Hqing that makes HQ too easy and thus not as rare and expensive as lets say XI's crafting was, plus with XIs crafting you didnt need recipes you just needed the right level and items so crafting was a mystery as you had no ides what you could craft (unless you looked online or used a guide) until you threw random items together and see what happened. I kinda liked that.
#2 Aug 01 2014 at 10:12 AM Rating: Excellent
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I have no idea how they would even begin to implement something like this.

Especially when a fail essentially means the dungeon can no longer be continued. Which is great in this game where 95% chance to succeed means you fail 3 times in a row (hello mining!)

Hamlets, sure. Gatherers gathered items, crafters turned them into materials, everyone had a purpose and a goal. Dungeons, idk. Queue's are long enough as it is, and dungeons are already far too elaborate for some people...
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#3 Aug 01 2014 at 10:22 AM Rating: Excellent
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Tanaka was trying to merge party play synergy with multiple disciplines. Yoshi decided to focus on keeping disciplines separate. Probably due to balancing and inexperience which Tanaka didn't have much experience of either to my knowledge. They had two different design mantras. One took a risky approach, you either fail big or succeed hard. The other took a moderate approach, the extremes are minimized. Which is better? I leave that up to opinions.

They could add specific dungeons or quests specifically for the other disciplines without stepping on the others toes though. They fight and explore with their craft specialties and earn rare hq craft materials? Crafter endgame?

I think I remember Yoshi mentioning something about crafter or any class being able to build or create cannons, walls, etc. I don't remember for what purpose.

Edited, Aug 1st 2014 12:26pm by sandpark
#4 Aug 01 2014 at 10:40 AM Rating: Excellent
KojiroSoma wrote:
I have no idea how they would even begin to implement something like this.

Especially when a fail essentially means the dungeon can no longer be continued. Which is great in this game where 95% chance to succeed means you fail 3 times in a row (hello mining!)

Hamlets, sure. Gatherers gathered items, crafters turned them into materials, everyone had a purpose and a goal. Dungeons, idk. Queue's are long enough as it is, and dungeons are already far too elaborate for some people...


A 50 crafter with a decent gear set and all the cross classed skills really only risks failing to HQ something, unless they missed a step in rotation. It's not like XI where there was always that 5% chance of failure.

As long as you don't have to HQ anything, failing the synth wouldn't be a problem.

I agree though, Hamlets would be a better way to incorporate crafting classes.
#5 Aug 01 2014 at 10:51 AM Rating: Good
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well it doesnt necessarily have to be crafting dungeons just something that makes crafting more "engaging" they could just reintroduce Hamlets and Id be ok with that.

Or like how Yoshi once mentioned a bunch of crafters could band together and build and airship.... that sounds cool too, or maybe like someone stated above a crafting "endgame" which would get you stuff that would allow you to do thinks like build a house (which would take a long time to do kinda like building a real house lol... not months but maybe days of weeks) and ppl would have to commission those crafters to build their personal housing or FC houses.... that would make crafting a HUGE demand since right now it really isnt because unlike FFXI where 75% of the good gear can be crafted..... 99.9% of all XIVs endgame equipment is either from boss drops in dungeons/coil or bought using tokens you get from dungeons/coil/CT.... crafters litereally have no place at endgame and well theres only so much gil you an make crafting level 20-40 items that this game leveling system is so fast someone would only wear it for the 24 hours it takes to out level it and just may skip it altogether because of that.

Look at the building tool in EQ Next.. if that what crafting would allow then crafting itself looks like it will me just as important and leveling a battle class and fighting/getting to endgame/raiding, it looks so involved that Im sure some ppl would be content with JUST crafting and never once leveling a battle class to make and doing endgame/raids but instead building the weapons/armor those other classes would raid in, or building the houses theyd live in, or repairing the towns that get destroyed/damaged in whatever war or attacks come to it etc etc
#6 Aug 01 2014 at 1:06 PM Rating: Excellent
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Catwho wrote:
KojiroSoma wrote:
I have no idea how they would even begin to implement something like this.

Especially when a fail essentially means the dungeon can no longer be continued. Which is great in this game where 95% chance to succeed means you fail 3 times in a row (hello mining!)

Hamlets, sure. Gatherers gathered items, crafters turned them into materials, everyone had a purpose and a goal. Dungeons, idk. Queue's are long enough as it is, and dungeons are already far too elaborate for some people...

A 50 crafter with a decent gear set and all the cross classed skills really only risks failing to HQ something, unless they missed a step in rotation. It's not like XI where there was always that 5% chance of failure.

As long as you don't have to HQ anything, failing the synth wouldn't be a problem.

If a dungeon like this was accessible through DF, you wouldn't be guaranteed to land with a crafter who has all cross classed skills and decent gear set. That aside, if you make the synth so trivial that there's no risk of failure that can potentially hamper the group, then I can't imagine the dungeon being anything but boring for the crafter.
#7 Aug 01 2014 at 2:19 PM Rating: Good
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I've always wanted a dungeon that dropped only crafting mats and gear, but unlike the OP, was open to only DoW and DoM, like all other dungeons.
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#8 Aug 01 2014 at 3:01 PM Rating: Excellent
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It's an interesting idea but I think the implementation at this point would have to be really contrived.

Another possibility is the way SWTOR handled it. They added ways for people with particular crafting skills to open shortcuts or enable bonus boss fights in a dungeon. That, I think, was a really nice way to give people incentive to level their crafts without shoving it down their throats or making it feel mandatory. And let's be real here... how much resentment would it create to have a dungeon that required a crafter and you're not a crafter... now there's content you can't do.

Quote:
I've always wanted a dungeon that dropped only crafting mats


Let me introduce you to high-level roulette!
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#9 Aug 01 2014 at 3:21 PM Rating: Default
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Archmage Callinon wrote:
It's an interesting idea but I think the implementation at this point would have to be really contrived.

Another possibility is the way SWTOR handled it. They added ways for people with particular crafting skills to open shortcuts or enable bonus boss fights in a dungeon. That, I think, was a really nice way to give people incentive to level their crafts without shoving it down their throats or making it feel mandatory. And let's be real here... how much resentment would it create to have a dungeon that required a crafter and you're not a crafter... now there's content you can't do.

Quote:
I've always wanted a dungeon that dropped only crafting mats


Let me introduce you to high-level roulette!



See that sounds fine too (the star wars things), as for shoving something down someones throat so it doesnt feel mandatory? you mean like how monks get it shoved down their throat that they have to be a whm tank, blm brd or o a lesser extent.. drg if they have any shot at getting in a speedrun group?

Also unlike FFXI crafts here are really cheap and fast to get to 50./ so much so that a LOt of ppl have all crafts at max level (how many ppl in XI had all crafts as high as they could get them?), so if they have to level them then oh well I say. , als ohe dungeosn would be crafter only it would only take the place of one DPS so those non crafters could go as tank dps or healer


As for high level roulette umm they said dungeons that ONLY drop high level crafting mats
#10 Aug 01 2014 at 3:31 PM Rating: Excellent
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Quote:
you mean like how monks get it shoved down their throat that they have to be a whm tank, blm brd or o a lesser extent.. drg if they have any shot at getting in a speedrun group?


The difference there is that speedrunning was not a square-enix design. And as someone who's main job is monk let me also point out that... I don't actually care about that.

Quote:
As for high level roulette umm they said dungeons that ONLY drop high level crafting mats


Yeah?
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#11 Aug 01 2014 at 3:41 PM Rating: Good
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In short: Hamlet Defense in dungeon form.
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#12 Aug 01 2014 at 3:51 PM Rating: Good
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Theonehio wrote:
In short: Hamlet Defense in dungeon form.



or Hamlet defense period even if its not in dungeon form.
#13 Aug 01 2014 at 3:54 PM Rating: Default
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Archmage Callinon wrote:
Quote:
you mean like how monks get it shoved down their throat that they have to be a whm tank, blm brd or o a lesser extent.. drg if they have any shot at getting in a speedrun group?


The difference there is that speedrunning was not a square-enix design. And as someone who's main job is monk let me also point out that... I don't actually care about that.

Quote:
As for high level roulette umm they said dungeons that ONLY drop high level crafting mats


Yeah?



the point i was making was crafting mats arent the only exclusive drops in that dungeon.. they drop normal gear too sooo your high level roulette suggestion wasnt what the previous poster was looking for
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