The only good thing about crafting in FFXI was that if you knew what you were doing, and started early enough, you could make obscene amounts of money.
Personally I think crafting should be all about cosmetics. As a crafter, you actually design equipment, and then apply raw materials to your design template. You essentially acquire a real skill in graphic design, and the customization possibilities are endless. Crafters who get really good at designing gear can of course sell their designs for a lot of money. I've seen people spend obscene amounts of in game money for simple designs in other games.
Of course, there are potentially a lot of problems with this. You'd probably have to upload your designs to the server and have them approved, which in itself could conceivably be too much data for the game to handle. I don't know enough about the technical limitations to say for sure.
More realistically, I'd settle for crafting to be a minigame of sorts. I think in XI, it would have been better if they had only allowed you one subcraft to 60. You wouldn't have needed to skill up so many subs, and there would have been more market to go around. Rather than having like 8 crafts that everyone could be equally good at, you'd have 8 crafts each with 8 different subs. Then at least when people start to cap their crafts, rather than all Blacksmiths having access to the same recipes, you have recipes that it's best to be a Blacksmith/Goldsmith for, and so forth. There'd be a lot less competition in whatever craft you specialized in, and for less work.
I say that, but in general I didn't like that you were forced to level only one craft, anymore than I would have liked being forced to level only one job. I just thought crafting was poorly designed in general. And I leveled two crafts to the high 90's, had all my subs to 60, got all the gear and furniture for two crafts, and signed a lot of HQd sh*t. I crafted a lot and I enjoyed learning about the game economy and manipulating it to make myself wealthy.
That said, it wasn't very fun.
depending on if you face the right direction, crafted on the right day, sacrificed the right tarutaru, etc.
It might have been better if there had been something like this, but many extensive studies and statistical calculations have thus far shown that nothing affects the result of your synth other than your skill level. Some kind of actual strategy or skill being involved would definitely be an improvement, especially if doing well yielded a better product. Edited, Jun 26th 2009 10:12am by Kachi
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...
Never confuse your inference as the listener for an implication of the speaker.
Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.