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Crafters Corner Follow

#1 Jul 06 2010 at 1:32 AM Rating: Excellent
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Firstly I say welcome to the Crafters Corner.

I haven’t seen a dedicated thread for all of us crafters and gathers so I thought I would start one. The point of this to mainly pass the time away till release with the discussion of theories and ideas that deal with crafting and gathering; I want people to give their opinions on what they think will happen in this game. We’ve been told it’s a completely different system from XI but how different are we talking about.

Has anyone wondered to what degree our equipment will have on us? Namely the tools we will be working with. I have been thinking: Will we be required to build a collection of tools to serve us in our crafting, will certain recipes or blue prints require different tools to create the items? What difference will they have on the quality or chance of success? May-hap we will see a resurgence of the famed XI secret system of direction and days that effect synths?
Also another part to consider is crystals, SE has stated that they are making a comeback into XIV, I wonder how easily or accessible they will be. SE has stated they are making this game more solo friendly, so will it be possible for crafters to be able to farm reasonable amounts? Or once again will we have to rely on the farmer, which isn’t a horrible bad way for non crafters or gathers to earn gil.

As of yet we have not heard much on the gathering class that will be available, we know as of now that we have fishermen, mining, and botanist. I surely hope the included more during release. I think for these SE might go about creating mini game type event to gather the materials. In picture an event like the fishing in ocarina of time, I`m sure many of you who have played that game remember. Now stupidly enough that was one of my favorite parts of the game. Actually having to fight the fish in order to get it close to shore, if you weren`t carefully the fish would get away and you would be left empty handed. If SE created such things for this game it would make getting gil a lot less tedious and more fun, requiring the player to be more interactive then simply pressing enter when the fish bit the hook.

http://na.finalfantasyxiv.com/#/gameplay/lifestyle/2

On part IV of this is talks about specific amount needed to create the perfect dish, or at least till she became proficient enough to not have to follow the recipe spot on. I think there is a lot of potential for this, now as a future cook in this game I am very excited. Mixing the right amounts of certain ingredients to ensure you dish is the best served out there. Now what if we mess up the said amount, will we see a product that has reduced bonuses, or worse yet a negative consequence when eaten? This might cause a lot of trial and error among us crafters, while we strive to create the best item. Each subtle alter causes different effects would be amazing. Though this might cause confusion if similar dishes had varying effects when people are trying to purchase items, so this might not happen; for me at least it seems an interesting way to go about things. All in all just an idea.

I will add more at a later date (most likely tomorrow) but this is all I can stomach after getting home from work late and being very sleepy.
#2 Jul 06 2010 at 1:50 AM Rating: Excellent
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I was reading that very link just yesterday and I was smiling at the familiarities in the write up.

When it makes the comment like 'remembering when she had to painstakingly add all of the ingredients one at a time' I considered that to be a testament to the crafting in FFXI. Giving us the option to repeat or auto add those ingredients was something the crafting community asked for for a very long time. It's nice that they're working those requests into their explaination of the crafting system while at the same time assuring us it's not going to be a repeat of FFXI's ways.

What I do think will make a repeat is the HQ, NQ examples of produce. Notice how she managed to get '12 kababs from one cut of meat'?

I hope the equipment plays more of a part in the quality of the produce, rather than skill level and the position of the seventh star in the Ifrit constalation. I don't think I could gather everything needed and wait for the right day or weather again.
#3 Jul 06 2010 at 9:28 AM Rating: Decent
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I hope the equipment plays more of a part in the quality of the produce, rather than skill level



I understand what you mean and I'm not trying to twist your words in a bad way, but I hope it is more based on skill level. Just not the skill level you were referring to. I hope it's based on actual player skill to a certain extent.

For one, it would help reduce bot crafters. Or else they'd have to develop entirely more complex programs to get it done.

Requiring the player to correctly time when an ingredient is added, or maybe how much of the ingredient to add, when determining if it's a successful HQ or NQ would be ok with me.

Maybe instead of installing concrete recipes they give us a general and we have to figure out what mixture creates the best result. i.e. Recipe says that we need some cuts of beef, some peppers, and some skewers, but it's up to us to get the correct combination to not waste components and create the maximum number of the kabob. If you use an inappropriate amount it makes the max number with the ingredients you procured but the extra is wasted and tossed.

Maybe figuring out just the right twist will be the difference between HQ and NQ. Say, 6 cuts of beef, 3 peppers, and 12 skewers makes 12 kabobs, but you toss in a piece of melon for good measure and it comes out with a unique effect.
#4 Jul 06 2010 at 9:39 AM Rating: Good
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As i mentiond on previous threads , im looking forward to the weaver. Going to start a "buisness" with it too, not any RMT of course, cuz that spam just annoys me :P
Im hoping that can make the HQ stuff for casters (I'll also have a caster). Hopefully with mana regen benefits too.
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#5 Jul 06 2010 at 9:50 AM Rating: Good
I'm also planning to be a cook. We don't have a ton of info yet, but I want to start a web-based guild based in cooking. The reason I want it to be web based is because people might want to join other companies where there's more a mix of professions and this could be something that could join the cooks together to share information, develop better cooking strategies, and share trade networks without having to take you out of said company.
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#6 Jul 06 2010 at 2:16 PM Rating: Decent
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Quote:
I understand what you mean and I'm not trying to twist your words in a bad way, but I hope it is more based on skill level. Just not the skill level you were referring to. I hope it's based on actual player skill to a certain extent.

For one, it would help reduce bot crafters. Or else they'd have to develop entirely more complex programs to get it done.


This I think would greatly benefit the game by throwing a wrench in a lot of RMT plans, though knowing them they would eventually find another way to make their gil. Also I always wanted a more stimulating crafting system in XI, I suppose we were lucky enough to have a pretty in-depth system though it was very hidden and I for one hope SE doesn't go down that road again. (which I think they won't since previous interviews have stated they want to make a decent tutorial and not have so many things hidden. My biggest complaint with the XI crafting system was that it was rather mundane and boring, honestly the most excitement I had from it was searching the AH to make the big deal lol.

Quote:
Requiring the player to correctly time when an ingredient is added, or maybe how much of the ingredient to add, when determining if it's a successful HQ or NQ would be ok with me.


I would be ok with this, as long as it wasn't say 1 second required or some other difficult way to crafting, now this isn't to say I want a idiot proof way of crafting. It's just if server lag hit at the same time you were attempting to craft an extremely expensive item it would be rather unpleasant to lose your synthesis and materials.

Now what of the economics of XIV. Hopefully SE will have learned from their mistakes in XI and have some economic regulation (as WOW does, btw I am not supporting this game just making a reference)I found this to be a huge problem in XI was that many items were monopolized and the players exploited because of it, I hated the fact that cartels sprung up everywhere controlling the process of acquiring certain items. This in effect destroyed the chances of normal players to get there own items, which forced them to go threw those who controlled the items. Which of course led to massive inflation in the game. I think when I quit I had some items that were worth 50 million each, a tad ridiculous in my mind.

Yes I want SE have more control on the economics of the game to insure that price fixing and monopolization does not happen, I am hoping that many of the most sought after gear is bound to players. So to eliminate certain players from buying all those said items and jacking up the price. Another way is to have one time only quest and not have the all star gear dropped by NMs. Or how others have said make the NMs more random, don't have them just spawn in one area at a particular time. Instead have them roam the world, with completely random spawn times and areas.

Another question I had in mind was how is the Armour/weapon repair system going to work. Is there a specific class that focuses one nothing but repair work; or are we going to have each crafting class be responsible for there crafted items. Ie)A weaver is able to repair cloth items, a carpenter can repair staffs and bows. I think it would be highly unfair if only the blacksmiths or just one crafting class repair items. My justification is would a blacksmith know how to sow, or a leather worker know how to bang out the dents of sheet metal?
#7 Jul 06 2010 at 2:49 PM Rating: Good
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Quote:
Another question I had in mind was how is the Armour/weapon repair system going to work. Is there a specific class that focuses one nothing but repair work; or are we going to have each crafting class be responsible for there crafted items. Ie)A weaver is able to repair cloth items, a carpenter can repair staffs and bows. I think it would be highly unfair if only the blacksmiths or just one crafting class repair items. My justification is would a blacksmith know how to sow, or a leather worker know how to bang out the dents of sheet metal?


I would assume this will be the case. I really can't wait to see how this changes the market for crafters. Of course, like anything else that is a high-volume, highly-consumed craftable commmodity - there will be a ton of competition for those services, resulting in cut-throat prices and very small margins... similar to sheihi, reraise hairpins, popular food items, etc.

No sort of creative system by SE will change the basic principles of supply and demand. There will still be extremely rare and difficult items to craft that require tons of resources to create and will sell for tons of money. The few players who dedicate their efforts to obtaining this level of crafting will likely be rich. The rest of us will make lots of message board posts ******** about the crafting market because seemingly the only way to make money crafting is selling the high-volume consumables for small margins, and its not worth the effort for most people.

#8 Jul 06 2010 at 8:02 PM Rating: Good
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I am extremely looking forward to crafting, especially Alchemy. I am really looking forward to brewing up some tasty concoctions, binding the elements to weapons, exploding up some fireworks, and turning my products into gil. Sweet, sweet gil...

I have not made a general crafting thread, but I did make an Alchemy specific one. So keep an eye on it as I keep it up to date with Alchemy related info.

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#9 Jul 06 2010 at 11:22 PM Rating: Good
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I can't wait to do some crafting! And I do hope it requires alot of 'real skill' on the players part in order to make items. Hey, SE has been talking about how big a deal skill and everything will play in the combat so I hope its just as big a deal in crafting (a skill based job in real life after all)

I hope we have some form of team based crafting too, Something like a Blacksmith and Weaver work in tandem to make like...a metal mesh or something like that. A good reason for crafting classes to 'party up' and work together for the sake of increasing there own skills similar to how combat classes might work.

On the question of equipment...I think it will or at least should play a large part in how we operate. The tools of the trade if you will. When doing weaving and sewing in real life you'd be amazed at how huge of a difference it can be to have some quality cloth cutting scissors over normal ones.
#10 Jul 07 2010 at 7:19 AM Rating: Excellent
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SideCH wrote:
I hope we have some form of team based crafting too, Something like a Blacksmith and Weaver work in tandem to make like...a metal mesh or something like that. A good reason for crafting classes to 'party up' and work together for the sake of increasing there own skills similar to how combat classes might work.

On the question of equipment...I think it will or at least should play a large part in how we operate. The tools of the trade if you will. When doing weaving and sewing in real life you'd be amazed at how huge of a difference it can be to have some quality cloth cutting scissors over normal ones.


Kinda like that Idea acually, person A gets skill ready waits for B to start. B's start triggers A's skill and together they make something neither one could do alone. not bad idea,,

And for the second part of that, if you read the story about the cook making kabobs on the offical site, Says she selected her knife and pan or something like that. Ah here it is...lifestyle in the 3rd part of the story , quality tools are an essential!. So perhaps like a good sword or sheild, crafters may want to upgrade there tools as they "level". Might be a requirment for the higher level recipies.
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#11 Jul 07 2010 at 3:44 PM Rating: Good
Puppy1 wrote:
SideCH wrote:
I hope we have some form of team based crafting too, Something like a Blacksmith and Weaver work in tandem to make like...a metal mesh or something like that. A good reason for crafting classes to 'party up' and work together for the sake of increasing there own skills similar to how combat classes might work.

On the question of equipment...I think it will or at least should play a large part in how we operate. The tools of the trade if you will. When doing weaving and sewing in real life you'd be amazed at how huge of a difference it can be to have some quality cloth cutting scissors over normal ones.


Kinda like that Idea acually, person A gets skill ready waits for B to start. B's start triggers A's skill and together they make something neither one could do alone. not bad idea,,

And for the second part of that, if you read the story about the cook making kabobs on the offical site, Says she selected her knife and pan or something like that. Ah here it is...lifestyle in the 3rd part of the story , quality tools are an essential!. So perhaps like a good sword or sheild, crafters may want to upgrade there tools as they "level". Might be a requirment for the higher level recipies.


I like the basis of this idea, but the part about two crafters working on an item at the exact same time opens up too many doors for disaster.

If someone was working on some super expensive item with rare ingredients, one of the two people could have their game or PC crash, lose their internet connection, or have some RL emergency come up.

What if, instead of crafting in tandem, you create a commission system. A player commissions an item to be made with crafter A. Crafter A (weaver for example) makes the necessary parts, which would then be in some sort of Rare/EX form. Crafter A uses the commission system with crafter B to allow B to use these newly made ingredients to complete the craft. This way, the player wanting the items made don't have to rely on two people at the exact same time, but would still require two crafters to work together.
#12 Jul 07 2010 at 4:01 PM Rating: Good
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Osarion, Goblin in Disguise wrote:
What if, instead of crafting in tandem, you create a commission system. A player commissions an item to be made with crafter A. Crafter A (weaver for example) makes the necessary parts, which would then be in some sort of Rare/EX form. Crafter A uses the commission system with crafter B to allow B to use these newly made ingredients to complete the craft. This way, the player wanting the items made don't have to rely on two people at the exact same time, but would still require two crafters to work together.


That could work, acually that would be a better idea.
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