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#1 Dec 04 2009 at 2:08 PM Rating: Decent
144 posts
Anyone have any news on the types of crafts in this game? Will it be the same ones? All i seen on the actual sight was an example of the person changing to a smither, but thats about it.
Server: Alexander
Character Name: Lovestospoon
Level: 75 WHM
Crafts: 100 Cooking
#2 Dec 04 2009 at 2:13 PM Rating: Excellent
334 posts
These are under the discipline of the hand, which is a grouping under the armoury system.

There will supposedly be things like mining,logging,fishing, under discipline of the land. has a lot of information up, but is still very unfinished.
And all this just to say you hate me? Why thank you :)
#3 Dec 04 2009 at 2:15 PM Rating: Good
480 posts

Right now all we know is Blacksmith, Alchemist, Culinary, Tanner, Weaver.

The website has a little more information on each craft.
#4 Dec 04 2009 at 2:25 PM Rating: Good
107 posts
I am really excited about crafting in XIV. Crafting is one of my favorite activities in an MMO.
FFXI Hazero, Elvan PLD, retiered.
CoV, King Ghidora, Dominator retired
AoC, Mecha Ghidora, Dark Templar retired
Tabula Rasa, Super King, Grenadier retired
SWG, Hazero Ghidora, retired
DCUO, Crushlordian Earth Tank Retired
#5 Dec 04 2009 at 2:37 PM Rating: Good
198 posts
If you go to the site the others posted. under the lifestyles you can read up on a day of the cook. Kinda hints at crafting might be its own class, and the more you craft of one kinda item, the better you'll be at making it. Page 5 it talks about how she made the kabobs plenty of times, and basicly really good at it.
#6 Dec 06 2009 at 9:34 PM Rating: Good
99 posts
I'll probably be spending a lot of my time crafting at the start of the game.

I'm just hoping that its not going to be as tedious and boring as iut t was in XI.

If they stick with the crystal synth I'll probably end up not doing it as much. But lets say if its more open. As cook would have to carry cooking equipment which they could combine the times they want and throw it in the pot. For example: Lets say that your making a stew. Lets say Carrots raw will give someone +3 endurance, Potatoes +3 healing over time, Meat +5 Vitality and ect. The cook would add those times into a pot with water and other ingredients. Depending on their cooking skill the status boost could be low or to the max for the combination.

As for armoring, tanning, weaving and ect. When the player starts combining the ingredients for whatever they are making. Depending on their skill they could add other items to boost certain qualities to the armor they are making.

In higher levels of these skills the player could add Phoenix Down to the recipe which would give the player a X% chance of reviving after K.O.
#7 Dec 07 2009 at 8:58 AM Rating: Good
656 posts
DravenisTolan, you are such a genius
i like your ideas, but it may not be so easy for SE to do it that way to balance out the game

#8 Dec 07 2009 at 9:36 AM Rating: Excellent
131 posts
I just plan on starting crafting a lot earlier in FFXIV then I did in FFXI. I don't want to be doing it late in the games life where it became meaningless in FFXI. :(
#9 Dec 07 2009 at 10:13 AM Rating: Good
I think they are really giving crafting it's own life this time around, hence it being a job, instead of just a skill, I'm hoping they will really give crafting a lot to do, and in a way that keeps it entertaining :)
#10 Dec 09 2009 at 12:28 AM Rating: Good
6,471 posts
Don't know if anyone here played Vanguard, but they had a slightly more interesting crafting system. In it, crafting was a multi-step process. In each step, you could spend action points to increase the quality of the item that you were making before moving to the next step. Various "complications" would pop up during the process, which you had to spend AP to fix before moving on. This meant that you had to be careful, because if you spent too much AP on improving quality, you might not have enough left to finish up the later steps, or to fix the complications, and then you'd have to scrap the item.

The rate at which complications arose, the speed at which they could be fixed, and the enhancement gained from improving quality were all dependent upon your crafting skill. And if you had very good skill, new processes would pop up to help even more.

It was much more dynamic and engaging than any crafting system that I've seen in another game. I'd like to see FFXIV pirate some aspects of it.
#11 Dec 09 2009 at 12:52 AM Rating: Excellent
129 posts
Like Parade, I want to craft earlier in my FFXIV career then I did with XI. I just hope that craftable gear is good enough, and not a sidegrade, or used for gearing up a low level. I'd like to level my smithing as I level my gladiator, and get an actual noticeable benefit.
#12 Dec 09 2009 at 1:37 AM Rating: Good
1,159 posts
I personally didn't like the way they did crafting in FFXI. Most of what you crafted was useless and even the things that did have a use you couldn't use since the items needed for them are usually 10 levels above the level needed to wear the stuff. There was also too much guesswork...I know that's the theme of FFXI but when the game is brand new and you have no clue how to craft and there is absolutely no way of finding out what you need to craft what it puts you off of the system rather quickly. Plus all of those interdependencies. I know that some people may consider that complex and challenging but I find it just annoying and overcomplicated...I mean, it's a game...I just want to relax and have fun and leave the rocket science for my real job (no, I'm not a rocket scientist, just making a point).
#13 Dec 12 2009 at 12:25 AM Rating: Good
343 posts
I will be crafting out of the gates too... I hope.

Couple things I'm hoping for.

1) recipe list on your character. I don't want to keep another recipe notebook next to me while I play.

2) I hope they aren't like FFXI where items you need to make something are gathered from the 4 corners of the globe. Hoping for more centralized materials gathering.

3) I hope crafting Materails drop rates aren't as bad as some of the items in FFXI.

4) I hope the crafted items are actually useful and not just npc fodder to skill up.

5) If HQ is possible, I hope you dont have to wait around half the day for that one moon phase on the right day while facing down-West with a sacrificed chicken at your feet and crossing all 7 fingers you have left after the last crit fail.

I like LoTRO crit system. You get semi-rare drop items from nodes and occasional mob drops. You use this crit item in your synth to increase the chance of HQ. Like maybe 10% without item, but using the crit item will bump HQ chance up to 50-70% depending on tools crit rate you happen to be using.

6) Multi option on crafting panel. For making multiples of item nonstop if you have materials for it. Not necessary, but it saves on my carpal tunnel.
LoTRO- 62 hunter
WoW- 80 hunter
FFXI Jobs:
75 blu/75 war/75 blm
61 rng/54 whm/44 rdm
43 thf/21-37 rest
Nations: Windhurst rank 10, Sandy rank 10, Bastok lol
#14 Dec 12 2009 at 11:37 AM Rating: Decent
520 posts
Most important to me would be that crafted items should be items you can actually use, and use now. I don't want to craft an item that was good for my character a year ago, or that might only be good a year from now.

I think individual crafts should be harder, and more skill ups gained per item. Then I don't have to craft 10 billion pieces of crap to just throw away.
Asura Server

FFXIV: Nyse Celestre - Working on PLD
Ridill Server...for now.
#15 Dec 17 2009 at 3:30 PM Rating: Decent
144 posts
Draven, seems like a good idea. Seeing as weapons break in this game, im not sure if they are repairable, most likely yes, there could be different syth outcomes on items. Like the crystalline passage adds on to items in XI
Server: Alexander
Character Name: Lovestospoon
Level: 75 WHM
Crafts: 100 Cooking
#16 Dec 17 2009 at 6:07 PM Rating: Decent
1 post
Honestly one part of FFXI that i loved was crafting, imagine if you got to play the game before the Japanese had already discovered everything. I would love to discover "new" recipes and not tell anyone my secret on how to make it. Imagine being one of the few people on your server able to craft a really good sword, not because your LS was hardcore and got the pattern to drop in some HNM fight, but because you crafted for hours with different mats trying different combinations.

Problem is after the game is a year old everyone will know everything anyways ._. if only there was a way to make that craft unique to that person, and other people might have to use different materials to end up with the same results.

I think westerners (myself included) are accustomed to being able to break down anything and examine it, while this was great for WoW and similar MMOs, i personally feel its taking away from the genre. Whats the point of a talent tree system or spells/moves even when theorycrafting proves there is only one right way to do it. Whats the point of having to buy or get patterns from boss drops when only those who devote a lot of time to adventuring can get them? Where is the magic when you enter the game at level 1 and know exactly your rotation at max level? or when you start a new profession and know the exact route to hit max level on that?

Keep your information a secret SE and let players play the game! I remember back in FFXI when you could tell a good player by just more then a meter =(

didnt mean to hijack on the last part of rant, sorry

tl,dr: I hope SE doesnt reveal any recipes and let the players discover how to craft!
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