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#1 Feb 01 2010 at 11:43 AM Rating: Default
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Maybe so the market wont be so inflated, they should leave it like in XI you can only max one and others cap at 60. But as far as making mules and making them 100 @ crafts. They should patch it to where you have to be a certain level to reach craft caps. Lets say for example, level 30 to reach level 10 smithing. Seeing as level 30 is the main lvl to get things started in FF. And lets say you reach level 75, you can cap at 60. To reach your craft from 60-100. You have to do cap quests, just like when you had to do 55-75 lvl caps in ffxi. I think this would make the game market slightly more stable.
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#2 Feb 01 2010 at 12:42 PM Rating: Decent
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the crafters will be a class
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#3 Feb 01 2010 at 12:45 PM Rating: Good
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I thought FFXI already had level caps for crafting. Either way, crafting is a class that will skill/level up like any other class in FFXIV, so, yeah. Kind of built-in now.

Edited, Feb 1st 2010 1:46pm by TraumaFox
#4 Feb 01 2010 at 6:37 PM Rating: Good
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Having a level requirement for a game that is going to have actual classes for gatherers and crafters will make the market MORE inflated as opposed to less, imo. While it might limit the amount of control RMT are able to exert through crafting (but not through mats, depending on how one acquires those), it will make it so that a limited few people who actually want to level a crafting class will be able to make certain types of goods. Because there will be LESS people making them, their services and products will be lower in supply and higher in demand, driving the prices up. (In theory.)

It'll depend on how skilling ("leveling") up works as a Disciple of the Land. If it tedious just like the crafting system in FFXI was, I don't see the point in creating a "level" soft cap - the people who crafted religiously in FFXI will be the same people who level a crafter. Bear in mind, however, that people will be required to adventure to advance their craft, which is something players didn't have to do before. As someone who didn't craft much in FFXI (too tedious and expensive) and did lots in WoW (easy to level, not too expensive compared to XI, but crafting was essentially obsolete as a way to make money and I did it just for the ability to make certain armour "enchants" for all my toons), if I have to "level" my toon to craft, I won't do it. I want to focus on a class that will be effective in the storyline of the game.
#5 Feb 01 2010 at 8:55 PM Rating: Good
Assuming based on the information we've been given that leveling a craft won't be as simple as amassing materials and sitting in front of the auction house blowing things up, there would be no real need to impose artificial caps on crafting. It stands to reason that leveling a Disciple of the Hand would be done at the lowest expense by somehow who was also leveling as a Disciple of the Land and I would assume that only a tiny handful of people would choose not to level a combat discipline, meaning you'd basically be leveling three jobs right from the start. And if you wanted more than a purebred warrior/monk/caster type class, you'd be mixing and matching your combat disciplines.

Lots of natural barriers to keep people busy for a long, long time if SE tunes it properly. And with each "level" cap increase for the combat classes, I would expect to see the same thing for the profession classes. As the game wears on and more and more people are approaching their Maat caps max levels across the board, exclusive specializations could be introduced that require you to pick one area of a profession discipline that would given you bonuses to combines within that category.

Everything we've seen so far suggests that as far as character progression goes, SE is doing their best to move away from artificial restrictions. There will have to be some of course, but wherever they can bypass those restrictions and instead arrange things so that whatever restrictions are in place make sense from a logical perspective as opposed to simply, "those are the rules" will make for a more interesting game, imo.
#6 Feb 01 2010 at 10:24 PM Rating: Default
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o cool, didnt know that baout craft being class to level as well like a job. Thanks for heads up
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#7 Feb 02 2010 at 7:14 AM Rating: Decent
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Yeah, in one of the interviews they said that crafting will be a class and will have a smaller role in battles (compared to the "fighting classes"), but they will be wanted anyway. How exactly will they contribute, we don't know yet.
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#8 Feb 08 2010 at 7:27 AM Rating: Good
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AoC had a cap on crafting and it bugged the **** out of me. Out in the wilds, grinding away I managed to gather quite a few mats and decided to skill up my crafting. After half an hour I was stopped because I needed to level my job.

To me crafting and various other hobbies are another aspect of the game world you're in. To tell you to stop making pretty things because you need to kill x amount of things and gain x amount of experience which has nothing to do with the craft in the first place... yeash!

Its also a break from the grind. If you incorporate a cap on crafting, forcing you to grind before you can level up your craft, it makes the whole game monotenous. At least thats how it felt to me in AoC.

I know where you're coming from, inflation and RMTs, hate them as much as you and don't want to see them do to XIV what they done to XI all those years. I do think XIV's Land/Hand system will win out though. You will have the limits as previously mentioned, it will certainly mean people will be able to focus on gathering exactly what they need without having to rely on terrible drop rates 90% of the time, leaving them relying less on the AH and the RMT farmers.
#9 Feb 08 2010 at 11:31 AM Rating: Decent
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akelah wrote:
I know where you're coming from, inflation and RMTs, hate them as much as you and don't want to see them do to XIV what they done to XI all those years. I do think XIV's Land/Hand system will win out though. You will have the limits as previously mentioned, it will certainly mean people will be able to focus on gathering exactly what they need without having to rely on terrible drop rates 90% of the time, leaving them relying less on the AH and the RMT farmers.


I definitely agree to a certain extent, and especially with what Irrelevant was saying. I'm probably going to get shot for saying this but one of the things I really liked about FFXI was that it had a real economy as opposed to games like WoW and AoC. It wasn't INCREDIBLY easy to make money but it wasn't impossible either. I think the inflation/deflation got surprisingly out of hand due to the RMT/botters, but if they can create the balance in FFXIV that allows the economy to stay more realistic and therefore give people incentive to make things so other people don't have to level DoH/L (not saying that I don't want to because the way it has been explained makes them sound fun) I would be very impressed. I may be off base in these statements, but I definitely want to see a balanced economy while not harming the more important aspects of the game.
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