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Crafting job intricacyFollow

#1 Sep 06 2009 at 8:25 PM Rating: Decent
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Given that disciples of the hand and land will be viable ways of 'skilling/leveling' your character to the top levels, and will even obtain skills that will be valuable in party situations, I have some concerns and speculations.

Basically, the common crafting/harvesting mechanisms in MMOs are just too repetitive and simple to justify them becoming their own classes on par with the traditional classes of MMOs (DD tank support healer, etc).

For example: I would hate to have to run around and log trees just by clicking on them to get my hatchet skill high enough to gain the 'camouflage' skill for my archer. I would hate to have to learn my 'water' spell by using the old FFXI fishing system to skill up (the old old system, where you just cast and waited... like the WoW system).

If I have to level my blacksmithing by facing north while standing on my head when the sun is directly behind a certain mountain just so I can skill up to repair my weapon I will probably ragequit.

So I am hoping that the crafting systems in FFXIV end up being truely innovative and require skill and gear and progression like any traditional class.

A little imaginative scenerio of how fishing could be improved, so it would be as enjoyable to level up as it would be to level up a Samurai:

Fisherman: Perhaps I have to find the fish with a 'Scan' ability, and equip my fishing rod (weapon) that teaches me 'enthunder', I cast towards a pool of fish that is within my skill range, and cast 'bait' (perhaps a low level provoke skill in party battle). 'Bait' draws a fish towards me that I must reel in with a combination of action commands, just like the demos show for guildleaves. My stamina (hp) is drained as I reel in, and I build up tactical points as I reel.

Finally I have enough TP to activate the 'enthunder' on my rod, electrifying the line, and draining the fish's hp/stamina a little more each time I reel in. My hp/stamina is lower than the fish's, so I take a moment to use a 'disciple of magic' skill 'Cure' to last a little longer without losing the fish. He has pulled away a little more, so I use 'Bait' again and finally reel the sucker in.

You catch a Moat Carp!
Fishing skill +1. 'Enthunder' learned.
You gain a Moat Carp!

Any thoughts on how crafting jobs could be more in-depth and playable as more than just a side-game or mini-game, but as a main class?
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#2 Sep 07 2009 at 1:30 PM Rating: Good
see: SWG before they f@cked it up
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#3 Sep 07 2009 at 4:25 PM Rating: Decent
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just remember while your fishing your only a fisherman. you would need to unequip the rod and equip a staff or rod whichever it would be to become the mage class
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#4 Sep 07 2009 at 4:43 PM Rating: Good
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I was under the impression that you could customize your ability bar with abilities from different disciplines, hence why I added 'Cure' to the ability bar.

If that isn't the case, change the 'Cure' in the ability bar to something more fisherman-y, like "Drink a Beer": "Restores 10 fishing stamina, requires item: Cooler".

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#5 Sep 07 2009 at 5:48 PM Rating: Decent
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It currently looks like you will not have access to abilities from skills not related to the weapon you are useing.
#6 Sep 07 2009 at 9:33 PM Rating: Good
Shazaamemt wrote:
If that isn't the case, change the 'Cure' in the ability bar to something more fisherman-y, like "Drink a Beer": "Restores 10 fishing stamina, requires item: Cooler".

Make sure you save some of that beer to make beer-battered fish.

No, that doesn't mean beating a fish with a can of Coors Light, but I hear that does make it a little more flaky.
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#7 Sep 07 2009 at 9:42 PM Rating: Decent
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Quote:
It currently looks like you will not have access to abilities from skills not related to the weapon you are useing.


That kinda ruins the customization of characters. Everyone with a sword will be the same and everyone with a pole will be the same.

I hope this isn't the case, but who knows.

If you have a reference that shows that we will only be able to access abilities from the weapon we are using, please post it so I know my dreams are crushed.
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#8 Sep 07 2009 at 10:33 PM Rating: Decent
Quote:
That kinda ruins the customization of characters. Everyone with a sword will be the same and everyone with a pole will be the same.


I remember Tanaka saying your abilities will come from not only your weapon but also your armor .... Just like a PLD uses a sword so can a RDM ..... maybe it's like a path.

Choose Discipline of War
|
|
|--- Choose Sword (right hand) (basic warrior/fighter type class)
|
|--------- Equip Shield in left hand (Paladin/Tank type class)
|--------- Equip magical club in left hand (Redmage/Warlock type class)

So in order for this player to tank they have to skill up sword AND shield ... or if they want to be a warlock .. they have to skill up club (or some other magical thing)

Now I think the Hand/Land disciplines will be a little more limited..

Choose Discipline of Land
|
|
|--- Choose Fishing Rod (2 Handed) (fisher class)
|--- Choose Scythe (2 Handed) (harvester class)
|--- Choose Compass (Right Hand) (basic explorer class)
|
|--------- Equip tuning fork (Left Hand) (treasure hunter class) -- allows compass to detect treasure
|--------- Equip whip (Left Hand) (beastmaster class) -- allows compass to detect tamable beast


Of course these are just examples ... but this is how I interpreted all the information I've read so far. I maybe wrong ... we shall find out soon enough.


I honestly think the whole reason SE is doing it like this is because they are thinking long term ... Now they don't have to create new JOBS like they did in FFXI for each expansion .. they can introduce new classes by simply adding new weapons AND armor.

Edited, Sep 8th 2009 2:40am by vonlock
#9 Sep 08 2009 at 6:45 AM Rating: Decent
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Your post seems almost a little too... "creative" to me.
Why would you learn Enthunder from fishing? I don't see how this could even be possible. And if it were to happen, how would you acquire the other en-spells?

As far as Land disciplines, I'm looking forward to mining up more silver ore than copper ore when my skill levels up. Or actually being able to know what you'll be harvesting, rather than a random item that has the possibility of being the ones you don't need anymore.


Edited, Sep 8th 2009 6:28pm by chiaroskuro
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