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How Should Crafting Work?Follow

#1 Jul 10 2009 at 8:32 AM Rating: Excellent
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While many people don't realize this, the question of crafting is actually a really big issue for developers from inception all the way through content. There are so many variables to consider, that it can change radically with just simple decisions.

So, how do YOU think it should go?

Some things to consider:

1. Will it be based off self-farmed materials, materials available on the AH, materials available from vendors or something else (feel free to offer your own ideas).

2. What crafts will exist? Or, rather, what kind of items should be available for crafting (so that you don't need to get specific like Tailoring and Leatherworking)? Will all weapon and armor varieties be represented? Will any? Will the items be usable only for yourself, for others, or some combination? How about consumables? Will they be offensive, defensive, buffs, debuffs or just for fun (food vs. fireworks).

3. How intensive will that aspect of the game be? Should a player easily spend most of their time crafting and playing the AH, like in FFXI, without things getting too boring? Should there be a chance for failure and high quality items? Or, should it go the "WoW" route and have no chance of failure and no chance of high quality results, with the craft times taking 10-30 seconds and, basically, having readily obtainable items (most can at least be bought, even if they drop in difficult end-game dungeons).

4. How many crafts can you raise to max? How many can you have? Will there be "primary" skills (like, in XI or WoW, the main crafts you can raise to max) and "secondary" ones (fishing in both games, plus two others in WoW)? Should a single character be able to be a master smith, tailor, alchemist and fisherman if they want to?

5. Do you want some craftable items (granted, with mats that aren't easy to get or cheap) to be comparable (and maybe even better) than endgame dungeon items?

6. Do you want crafts to offer passive bonuses (like a miner having higher strength from always swinging his pickaxe, a tailor having higher dexterity, etc.)? How about active ones (like a smith being able to imbue his weapon to inflict fire damage for 30 seconds)? Should different jobs get different abilities (fire damage on spells instead of weapons for a Blm)?

What are your ideas?
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#2 Jul 10 2009 at 8:57 AM Rating: Excellent
All I can say is I loved the crafting in FFXI.

I can recall the very first thing I crafted over 5 years ago now - yagudo necklace and wind crystal - and the thing that I am most proud of having played was getting woodworking to 100. There are literally hundreds of thousands of people that reached 75. In my mind anyone could make it to 75, it just took enough groups. Crafting was a personal thing, I worked hard in the game and got there on my own.

Overall I think it was a good system. At times I hated it, and as the market changed in the game, things like the online AH definitely effected what I could make (I used to spend hours at the AH checking just about every synth value by hand, some daily, most weekly).

I loved the lore of crafting also. I can't tell you how many things I tried to adjust my crafting. My favorite place to craft was in Upper Jeuno, in the Church place. I think Altana helped me out there. Looking in certain directions, crafting on certain days, certain moons, it was all a mystery that I loved learning about.

Besides adventuring with friends I had my most fun in the game taking up crafting and learning and capping that skill level.
#3 Jul 10 2009 at 9:16 AM Rating: Good
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I really liked the crafting system in FFXI, so I hope they keep most of it.

Quote:
1. Will it be based off self-farmed materials, materials available on the AH, materials available from vendors or something else (feel free to offer your own ideas).

All of the above. It's nice to have the option of saving money by farming your own materials. It's also nice to be able to buy them if you just want to have a skill up session. I knew one Japanese cook in FFXI who would literally go farm her own rock salt. Some people enjoy stuff like that, and I don't see why you should be limited to only one method of obtaining materials. In theory most of the stuff you farm should be obtainable from the AH anyway, so that people can make gil just farming it and selling it if they don't like crafting.

Quote:
2. What crafts will exist? Or, rather, what kind of items should be available for crafting

I think all types of items should be crafted, though not necessarily all instance of each type. There should of course be some equipment that's only quested or dropped. I like how the cursed equipment worked in FFXI, where it had both a dropped and a crafted component. I didn't like how hard to obtain the dropped component ended up being.

I sympathize with the people who want consumables to be vendor sold, but they're really one of the best ways to make consistent money with a craft. There's always going to be a much higher demand with consumables and you aren't competing with players reselling their old equipment. Plus, having something like shihei be sold by a vendor would be a huge drain of gil from the economy. This would be good for fighting inflation, but it could go too far in the other direction.

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3. How intensive will that aspect of the game be?

I hope it's as intensive as FFXI, and I definitely hope they keep the HQ possibility. Crafting in FFXI has the same appeal as a slot machine, which doesn't appeal to some people, but some people love it.

It would be nice if they added an option (maybe a paid guild support) where you can have a guaranteed success without the chance for HQ. This would be especially good if they have something like the Hakutaku Eye cluster, where the HQ means nothing and it would suck to lose somebody else's materials.

Quote:
4. How many crafts can you raise to max? How many can you have?

I think this really depends on how the recipes work. If some recipes require multiple crafts like in FFXI, being able to have all skills at the max might make HQ versions overabundant.

Quote:
5. Do you want some craftable items (granted, with mats that aren't easy to get or cheap) to be comparable (and maybe even better) than endgame dungeon items?

I hope that the best equipment at endgame is a mix of crafted and dropped/quested equipment. At least, there should be crafted equipment that is almost as good for most slots, and some crafted equipment that is the best for other slots.

Quote:
6. Do you want crafts to offer passive bonuses (like a miner having higher strength from always swinging his pickaxe, a tailor having higher dexterity, etc.)?

I hope they keep the crafting and combat completely separate. Not everyone likes to craft, and some people probably wouldn't appreciate being forced to do it just to make the most of their character. Likewise, if everyone has a craft skill, it will be much harder to make a living as a crafter.

One thing I hope they fix from FFXI is the glut of equipment that ended up being largely useless. A lot of the crafted equipment just had defense and no stat bonuses, so nobody ever wore it. Hopefully everything you can craft will be desirable for some purpose.

Also, if they keep the system where skilling up involves doing the same synth many times over, I hope that they give us something to do with all of the results. If the crafted items are all useful, it would at least be an option to sell them. Another thing might be to bring back the guild point system, but expand it so you can turn in the results of your skill up items for guild points. That way you have a trade-off between trying to get back some of the money you spent skilling up vs. working toward items that further boost your craft. As an added bonus, fewer people's skill up results will be flooding the market and crashing prices.
#4 Jul 10 2009 at 9:17 AM Rating: Excellent
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Personally,

I wouldn't mind seeing armor customization in the hands of the playerbase instead of the hands of an NPC. Leatherworkers could customize Leather armor, Tailors could customize Cloth armor, Smiths could customize metal armor. Armor customization as a gilsink is good for the economy. Armor customization as a consistent and reoccurring source of work? Far, far, better.

What I would love to see, but would probably never see, is if there was some interactive differential to the recipes your skilling on versus the recipes you know like the back of your hand. Like a quick and simple little minigame. But once you've got it down pat, you really don't have to think about it anymore, so you can just produce.

Makes crafting more about crafting, and less about product.

You could even take that a step farther. Concentrating on doing a recipe you know well could slightly minimize your chance at breaking and slightly increase your chance at a high quality. So there's reward for someone who wants to sit around town crafting for money (or just kinda' wants to bum around in minigames for a little while), but no substantial penalty to someone crafting on the field.

Really, if "other methods of character growth" could extend to rewarding crafting with character growth, I'd consider myself lucky and be happy with it.


Edited, Jul 10th 2009 1:20pm by Zemzelette
#5 Jul 10 2009 at 9:22 AM Rating: Excellent
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Crafting needs to not be a mindless activity. The problem I see with crafting in most games is that there is absolutely no player input. You just click "Craft" and wait the arbitrary amount of time it takes for the item to craft itself. You're not playing a game anymore; you're watching a movie with a really boring plot.

The best improvement I've seen in crafting has been in Warhammer, but I feel even that falls short. In Warhamer players had a key ingredient that determined the type of product they were going to make, and in conjunction with they could add several secondary ingredients which changed the final product.

For example, "Gesparta Root," might produce a a strength buffing potion. To that they could add ingredients which made it a more powerful strength potion suitable for raids, or a longer lasting strength potion suitable for grinding, or a more stable potion that wouldn't fail as often. you didn't have too many options, but at least you had options. It wasn't a completely brainless activity.

I've toyed a lot with the idea of a crafting minigame. The biggest problem is keeping it from becoming boring after the 50th stack of arrows you're making, but I feel it can be done. The idea of the minigame is to bring player skill into the mix. How good you are at crafting should actually affect the results. I kind of want to do something like Puzzle Pirates. If you do well at the game then you should produce a better product, be less likely to fail, use fewer mats, something. There could be many benefits.





To answer your questions
1. Will it be based off self-farmed materials, materials available on the AH, materials available from vendors or something else.
All of the above. Self-farming is important if a player feels the goods are overpriced; it provides an alternative. Trade is important for a healthy economy and more efficiently allocate drops. Vendors should provide very basic ingredients and core components to help players level and to add a RP flavor element.

2. What crafts will exist?
This is largely about RP flavor and dependent upon the types of equipment available in the game. I think a mix of equipment and consumables should be available. I think a mix of tradeable and crafter-only equipment should be available.

What I really want to see is crafters being able to wear the equipment they make at the level they need it. If I'm a level 15 warrior who is a blacksmith I should be able to use the items I can craft. I shouldn't be grinding level 5 hammers to get my skill up while I'm 10 job levels ahead.

3. How intensive will that aspect of the game be?
I think intensity is a bad way to describe crafting. I think it should have depth. Crafting in FFXI is rather intense, with crit and failure on the line and very expensive ingredients, but it is also very shallow. WoW has a very leisurely crafting system, but it too is very shallow.

Crafting should be full of rich content for players. Focus on developing that before worrying about intensity. I shouldn't tell my game to make 100 stacks of arrows and then minimize while I'm crafting so I can read forums.

4. How many crafts can you raise to max?
This depends on how interrelated the crafts are. I definitely think all is too many and 1 is too few. Two sounds right.

5. Do you want some craftable items (granted, with mats that aren't easy to get or cheap) to be comparable (and maybe even better) than endgame dungeon items?
Yes, but it must be implemented very carefully. This topic could be a whole thread by itself.

6. Do you want crafts to offer passive bonuses (like a miner having higher strength from always swinging his pickaxe, a tailor having higher dexterity, etc.)?
I don't quite fully understand what you mean, but I feel jobs and crafting should be separate. If I want to be a ironclad warrior who specializes in knitting then I should be able to do so without detriment.

Edited, Jul 10th 2009 12:24pm by Allegory

Edited, Jul 10th 2009 12:25pm by Allegory

Edited, Jul 10th 2009 12:27pm by Allegory

Edited, Jul 10th 2009 12:29pm by Allegory
#6 Jul 10 2009 at 9:29 AM Rating: Excellent
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Great minds think alike ;)
#7 Jul 10 2009 at 9:29 AM Rating: Good
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I read your post and thought the same.^^
#8 Jul 10 2009 at 9:33 AM Rating: Decent
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I've only got one thing to add to this great discussion:


"Create All" button PLEASE!
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#9 Jul 10 2009 at 9:50 AM Rating: Decent
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1. Will it be based off self-farmed materials, materials available on the AH, materials available from vendors or something else (feel free to offer your own ideas).
I think a healthy mix of all the above would suffice. Competition is always good, whether it be from other players, mobs, or NPCs.

2. What crafts will exist? Or, rather, what kind of items should be available for crafting (so that you don't need to get specific like Tailoring and Leatherworking)?
I think FFXI had an ideal spread of crafting possibilities.

3. How intensive will that aspect of the game be?
I think this should depend on how easy it is to obtain the items. If they are, in general, easily obtainable through NPCs, then the crafting system should be more like FFXI with the potential for failure and less emphasis on actually -doing- the synth. If materials are harder to come by, though, it's only fair to have a higher success rate, and make each synth within itself more important.

4. How many crafts can you raise to max? How many can you have? Will there be "primary" skills (like, in XI or WoW, the main crafts you can raise to max) and "secondary" ones (fishing in both games, plus two others in WoW)? Should a single character be able to be a master smith, tailor, alchemist and fisherman if they want to?
I like having a limit on how many crafts you can get to 100% mastered. It encouraged people in the community to seek out those that they needed for help. I feel that having no limit would also open the door for RMT to become uber-crafters.

5. Do you want some craftable items (granted, with mats that aren't easy to get or cheap) to be comparable (and maybe even better) than endgame dungeon items?
There definitely needs to be some sort of perk for those that take the time, effort, and money to get to the maximum level in a craft. Having worthwhile equipment synthesized will also take some of the strain away from the endgame rush. The synthed items should be comparable to afford good alternatives, but not take the strive out of getting the better equipment for hxc players.

6. Do you want crafts to offer passive bonuses (like a miner having higher strength from always swinging his pickaxe, a tailor having higher dexterity, etc.)? How about active ones (like a smith being able to imbue his weapon to inflict fire damage for 30 seconds)? Should different jobs get different abilities (fire damage on spells instead of weapons for a Blm)?
It was mentioned in another thread, but I thought it was a good idea that if craft related drops were increased for those with skill in a particular craft.
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#10 Jul 10 2009 at 10:24 AM Rating: Good
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If Crafting is going to be in FFXIV then it should recieve the commitment from SE developers that it deserves... God knows it required extreme commitment from the players to lvl.

An idea I had which might be in other MMO's (I have only played FFXI) is that crafting weapons and armour should be more experimental with varying results.... I don't mean having +1 versions, but more like you have crafting synths for a sword as an example, and you could have different versions of that sword (iron, steel, Darksteel, Gold, etc, etc) but then ontop of that you add in various other materials to create unique weapons with unique stats. You could then name that sword and sell it in your own bazaar.... it wouldn't work on an AH system as the list of weapons, their stats and names would be massive. Then crafters could create truly unique weapons/armour that they could charge for individually. This would eliminate the dimishing returns factor crafters faced in FFXI as everyone was crafting the same items and trying to beat each other in price. It also mean't that you had the same weapons/armour as everyone else if you purchased crafted equipment. No one wanted the same items as the guy next to them so the rare drops from HNM's became the only real viable option in most cases.

Think how cool it would be to not only be able to purchase unique weapons and armour that is tailor made to give you the stats and bonuses you want, plus it is a unique item with a unique name. You might still end up with many people running around with a ridill but there might be slight differences, maybe a slightly longer delay/lower proc rate but an additional enthunder effect or maybe a solid triple attack (90% proc rate) but it lowers your evasion whilst equiped, then these variants of similar weapons would be suitable for different jobs.

There would need to be some system to limit the amount of stats/effects added to equipment... having everyone running around in boots that give perma movement bonus, +20 to each stat and improves all JA would be dumb.

I also think that you could have items transfering different changes to the crafted items so for example you add a rare dragons claw to a synth and it could either give the crafted item a bonus to VIT, OR a reduction of Evasion, OR flame dmg reduction, OR no bonus at all. If you were crafting armour for a PLD the bonus attributed by using the Dragons Claw in the synth would range from Amazing to waste of a rare synth material. This way there is a random element added to the synth but you would not have any failed synth's and the crafter losses all of the items used... they just might end up with some lame armour which they would have to sell for a lot less than they hoped.

Another addition could be that as a crafter you will not be able to learn how to use all materials effectively so lets say you choose/have enough craft points/earn the right to learn how to use Items dropped by Demons and the associated families then you would not be able to learn how to synth with craft drops from Dragons it would then remove a lot of possible added effect synths from your repetore. This would make the high end synths even more exclusive. Lets say that your choices have enabled you to create a OMFG lance that everyone wants, how many other crafters will have chosen the exact same path, but maybe others have followed a path that allows them to create amazing Armour for NIN's, you would be a specialist in creating lances and they would be known for the amazing NIN armour they are able to synth.

Having a system like this in place would actually bring Crafting to the forefront of the FFXIV experience and make it a very worthwhile activity. As without the crafters none of these items would get made, they can change healthy/extreme prices for truly amazing and unique items that will give them a profit, and they don't have to contend with 1000 other crafters all trying to produce the same items that give them a tiny profit. The consumer will end up with equipment that is relatively unique helping them stand out from everyone else. Lastly this would be a much better time sink for SE as suddenly everyones is lvling crafts farming drops and experimenting. You could still have the SKY/SEA/Dynamis/Limbus like events with there wonderful drops but this would mean that getting great gear isn't restricted to HNMLS or excludes crafters products from the market place.
#11 Jul 10 2009 at 10:40 AM Rating: Decent
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As long as they eliminate "You must wait longer before repeating that action", anything else is gravy. XI's crafting system was one of it's strong points. I agree with Zemzelette that armor customization would be a cool touch.
#12 Jul 10 2009 at 11:33 AM Rating: Good
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A lot of good points.

One thing I think is important is that the system be both deep and shallow, depending on what you want. There are players who are just going to want to craft, and there should be ample material for them to work with (lol pun), as well as quests that really make them feel accomplished.

However, the everyday player who rather quest and PvP shouldn't be left out altogether--They need to be able to use the system, even if they don't have the same time to invest.

Furthermore, the system can't be balanced by time, because then players that want to try everything get screwed.

Like, say a person plays for 1 hour every day, and uses every minute to craft (and do crafting related activities, like quests and AH browsing).

Another person plays the same amount of time, but does all combat oriented activities.

Both get a very nice item that suits them at the end of the week.

But, what about the player that spends half their time fighting and half crafting or (God forbid) does other activities. At the end of the week they'll have far less to show for it than the other two, even though they worked just as hard.

This can be a problem in an MMO, and is why grinds often become so prominent. The theory is to get to cap as fast as possible, so you can move on to something else. Working on everything in equal amounts is just less rewarding (or it feels like it is. The third player, doing everything in equal amounts, would get their rewards in bulk instead of as they go).

I have no clue how to fix this problem, and hope SE is up to the task...

I'd also like to see a certain amount of customization. But, I REALLY want to see minigames added to crafting. Like, let me hammer something. Let me sew it. Let my stitches affect the stats.

But, let me clarify here, to prevent gamers who spend 16000 hours I don't have from just obtaining ridiculously good items and flooding the market, there should be limits. For one, stat gains should be associated with equal stat loss. Like, an item with 3 mnd and 3 int can be customized to 5 int and 1 mnd, but not 6/0, and it can't go above or below 6 stat points (not including attack and other stats just for this example).

That way, gear will actually change between players as they see fit.
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#13 Jul 10 2009 at 12:29 PM Rating: Decent
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the most important part of crafting to me is that its worthwhile. I don't feel most craft skills in WoW were worth the time (what little it took.) I can't recall more then one instance where a crafted item in WoW was better then a dropped item in that level range. As a tailor in wow I made one item to wear. The end game items were all bop so you could only make it for yourself and again the items dropped were far superior. For the most part crafting in wow was pointless.

I'd much rather see crafting matter and seriously matter like in Eve. Eve would be the model I'd want them to follow where just about every item in the game is craftable no matter how powerful. Id really like to see the majority of items come from crafting and you either. In Eve all items in the game had a blue print that could be used to craft that item. The blueprints were dropped by mobs and if you get an original blueprint you could make copies of the blueprints and sell them to other players. Copies could have their production run limited so you could sell a single shot blueprint or a ten shot blueprint or whatever else you want if you own an original.
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#14 Jul 13 2009 at 5:33 AM Rating: Decent
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Leveling from Work Orders.

my 2 cents.
#15 Jul 13 2009 at 12:59 PM Rating: Decent
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Things FFXIV could take from other MMOs and improve upon:

1. The HQ system in FFXI and how crafting was tied to the day of the week had some potential. I wouldn't mind seeing this expanded in FF14.
2. How to craft and learn recipes in WoW was user friendly. You have a menu that lists your recipes, their required materials, and if making it will give you a skill up. You can also link this list to other players.

Things FFXIV should not do:

1. There should never be a chance that your crafting process will fail. If there is an HQ chance, it should be very very low.
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#16 Jul 14 2009 at 5:40 AM Rating: Good
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Quote:
The end game items were all bop so you could only make it for yourself


For non-WoW players than means "Bind on Purchase" (or Bind when crafted), ie non-tradable and as suggested ..."you can only make it for yourself"
#17 Jul 14 2009 at 5:51 AM Rating: Good
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My problem was spending an entire day farming and not getting enough items to make 3-5 minutes worth of crafting.

The main arguement against changing crafting to be user-friendly was "it makes High level unprofitable"....(which it ended up being anyway).

FFXI system encouraged RMT activity, it discouraged the casual players from this side-quest event and it ended up making the crafting system obsolete.

IMO crafting should be about creating armor/items that can be used to make the respectable-ok gear for end-game...in order for those players to then go and attend endgame events to get E-PEEN gear. It shouldnt be about making money and it shouldnt be about making the best gear in the game.







Edited, Jul 14th 2009 2:11pm by Abbottone
#18 Jul 15 2009 at 1:12 AM Rating: Default
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Take everything about XI's crafting system and add on it. More in depth synthesis.

No two items should be the same unless it's a rare item dropped from a notorious monster.
#19 Jul 15 2009 at 5:19 AM Rating: Default
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One thing that I think would improve crafting would be the lack of a central Auction House. I say this since it makes transactions less interpersonal where their is no communication taking place between: farmers(and/or adventurers) and crafters, crafters and merchants, merchants and adventurers. The central AH negates the need to "shop around" when all you have to do run to one place unless you need to look in bazaars for unAHable(mainly) or items peeps want to avoid being taxed for.

I find it funny SE at forced forced us to play together in parties to be sociable but at the same time turned an act of business within he player driven economy less interpersonal.

The economy will also be less vulnerable to manipulation and RMT(non-english speaking atleast) would likely have trouble thriving if they actually had to attempt communication with players who discriminate agianst RMT unless they had a good front man who spoke decent english.

The main upside tho is the over-all synergy and networkign thatd take place between players where peeps can strike deals with each other with regular suppliers and buyers doing business with those they consider reliable and profitable. This way you don't have peeps who have to divide there time up farming, then crafting, then selling their goods and just focus on their niche to streamline progress(theoretically).

crafts should also be treated more like how jobs were treated where you have your main craft and your sub crafts (altohugh crafts sorta already work like this but in a more diluted and not-so-focused form compared to the jobs in ffxi). The guild point system for fleshing out your craft works similar to how merits work where you have to gather points to get a key item which could instead work like a Job Trait, or a "Craft Trait" and "Craft Abilities".

What we all want of course are equipment and items with tangible value. Their is no point it making items value debatable since no matter what people are gonna decide what is best and what is not, its human nature. This way we don't have to deal with spending a ton of Gil just for the sake of being able to synth a handful of crowded items.

their should also be missions, or Commissions for those who take up these niches just like adventurers serve as errand-boys/mercenaries their should also be NPCs who may need a supply of ore, or ingots, or swords. Players should also be able to post such requests on something that works like bulletin board which could be what replaces an Auction House system. make it a mission/commission posting board where players who are willing to accept the rewards offered can take up such missions.

The posting boards can replace shouting which can get pretty annoying since they know eventually someone will likely take up the job.

The bottom line I guess would be to make gathering items and creating items less of a passive activity and more of a game like playing a job would be.
#20 Jul 15 2009 at 5:59 AM Rating: Good
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4 things I would say about the crafting system:


1) As other people have said, please add a CREATE ALL button!

2) While the concept of crafting being affected by weather / moon phase / time of day was interesting, if that's the case, make it possible to actually figure out the system. I can't recall how many conflicting theories there were, and even in my own experiments, there was such a high random factor it was impossible to be sure. I'd do several test runs with cheap ingredients on a certain day / time / moon phase / direction, get a 40 - 50% HQ rate, buy the expensive ingredients, and NQ every single one. Losing 9 million gil because the random number generator didn't like me that day was not my idea of fun. If I'm going to get the best crafting on windday with a 64% waning crescent moon facing north by northwest at 4:39 while hopping on my left foot with venus ascending into the 7th house, I want to know why, and I want my rates to be consistent.

3) While we're at it, as much as people laud it, the NQ/HQ system really isn't that good of a system. I don't see it as making 10% of my synths more valuable, I see it as making 90% of my synths worthless. It makes me sad to buy valuable ingredients and know that the majority of the items I make will make me lose gil.

4) Do away with breaks. For one, it's frustrating to be a level 100 woodworker and break arrowwood logs. I may as well critically fail tying my shoelaces once out of every 50 times I try, causing me to fall on my face and break my nose. It's about as insulting. For two, I recall the first time I attempted to make a cursed Togi for a friend. The random number generator decided it didn't like me that day, and I got a critical break, losing both divine lumber, and costing him almost 10 million gil. He would have quit the game if his friends hadn't all pitched in to buy him 2 new divine logs, and then he found a different crafter, because he couldn't trust my luck. Any system in a game that makes someone actually want to quit is a poorly designed system.

The crafting system in FFXI certainly had its strong points. It did make me lots of gil, some lucky HQs made some friends really happy, and it got me some really nice items. But it's nowhere near perfect, and IMHO, could use quite an overhaul.
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#21 Jul 15 2009 at 1:51 PM Rating: Excellent
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Both FFXI and WoW crafting were a bit of a disappointment.

WoW -- really easy to level, no matter what it is, but ultimately useless; except for a few joke items/lowbie stuff. Also, too much stuff is BoP (non-tradeable) so you can't really make things for your friends/alts.

FFXI -- most are a royal pain to level, however, after a few years, there are enough people with any given craft at 100 to make everything except the absolute rarest tier 0 HQs worthless. In most cases, NQ of a crafted item is a monetary loss. The useful stuff requires items stupidly difficult to get.

What I'd really like is for crafting to be more personalized. They already started doing that in FFXI with some furniture synths, where the color varies based on ingredient used. If the crafter could choose color/stats that go on an item that'd make it somewhat... more relevant, more attractive to me. Signed items are nice, but I know someone out there wants a hot pink hauby. :D

Letting us choose what stats to put on an item would open up a lot of the 'useless' recipes. Let's face it, no matter what FFXI craft you pick, 99% of your synths will be junk.

Please, give us separate inventory for crafting materials ._.
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#22 Jul 16 2009 at 7:06 AM Rating: Good
Sage
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53 posts
#1 menu system with generic recipes and a create all button. You can have some hidden special recipes that hardcore crafters can figure out.

#2 Have a item that you can make with your craft that is not able to be traded. To expand on this:
a. This could be a normal item that you could trade, but yours that can't be traded had more time spent on it and has +1 stats or something.
OR
b. An item that can't be traded can be crafted through the trade system for friends. Buddy A trades me the mats and I do something special in the trading menu to create him an item he cannot trade but has end game quality. This could be like an upgrade to current gear that makes it Rare/Ex.

#3 I hate the FFXI crafting because, if I spend more than 20k for crafting mats I don't want it to find the most expensive material and break it. There should be a way to ensure that if you are over the skill cap for a recipe you should never fail. You could potentially HQ, but never fail. If you are skilling up... I can see a failure with material loss.

#4 Skill ups seem too random in FFXI. If a skill up synth breaks... you gain skill period. Why? You had to have learned something, like not to break it like that again. "Hmmm, next time I don't think I should pour that acid on the leather...it didn't work last time."

#5 I personally would like to see having access to only a small handful of crafts out of a large pool. Like here are my 3 crafts that I can do.

Just throwing that out there.
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#23 Jul 22 2009 at 7:27 AM Rating: Decent
Scholar
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279 posts
I liked FFXI's crafting. Do NOT make it like WoW! Too easy, most are pointless.

I would like there to be better items to skill up on though. No more of this armor with no stats that Devs know is useless.
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#24 Jul 22 2009 at 7:35 AM Rating: Good
******
48,722 posts
Yes to fails, no to lost items on fails, yes to NQ/HQ, no to auto-crafting.
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