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Crafting classesFollow

#1 Jul 19 2010 at 10:26 AM Rating: Decent
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I am very curious when it comes to skilling up with a profession, I am wondering if it is the same difficulty as in FFXI cause i pretty much stopped trying to lvl cooking and fishing about 1/5 of the way into each of them. I am just hoping that skillups will be more frequent in FFXIV than in FFXI. Im normally not much of a crafter myself but id does bring good income and i actually lvled all the sub professions and the main professions i could take up in WoW and i only wanted to cut myself a few times not take my life like in FFXI lol. Just wanting to see what other people think about the skilling system in the crafting world
#2 Jul 19 2010 at 10:35 AM Rating: Decent
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I can't say with 100% certainty, but it sounds like there are 2 different levels that go up. Your physical level and your class/craft level. You'll get exp from doing stuff for both. I heard your class/craft skill with go up much faster than your physical level. As class/craft level goes up, you'll get new skills. As physical level goes up, you'll get skill points to allot to the stat of your choice.
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#3 Jul 19 2010 at 10:36 AM Rating: Good
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I think you need to avoid thinking about crafting in terms of FFXI. Since crafting in FFXIV is a part of the class system, "skilling" will be like raising your proficiency in any class. I see no reason why it would be more or less difficult than raising your proficiency in any other discipline.
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#4 Jul 19 2010 at 11:01 AM Rating: Decent
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yea i know what you are talking about but its just hard to not compare the new game with the old considering they are coming from the same people lol. I try not to do that but i played FFXI for several years like many others did and i know what i wanted them to change and im just expressing myself is all. Im just hoping its easier to lvl a craft to make money this time around.
#5 Jul 19 2010 at 11:59 AM Rating: Decent
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Given that it's apparently possible to reach level cap through crafting alone, I'd assume that the difficulty will be relative to the difficulty of levelling through combat classes. That should mean a consistent stream of crafting Guildleves, and I assume they'll involve craft heavy tasks (since guildleves don't reward you with exp or skill points) that grant you better items for crafting.
#6 Jul 19 2010 at 12:00 PM Rating: Decent
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When looking on the FFXIV website, it shows Diciples of Magic and Diciples of the hand both under the "Armory" system. Does this mean a Conjurer can't be a Culinarian? I'm still confused on how it all works.
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#7 Jul 19 2010 at 12:03 PM Rating: Excellent
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Lorielll wrote:
When looking on the FFXIV website, it shows Diciples of Magic and Diciples of the hand both under the "Armory" system. Does this mean a Conjurer can't be a Culinarian? I'm still confused on how it all works.


You can level both classes.. When you have your cooking tools you'd be a culinarian, and when you have your wand or staff you'd be a conjurer. Either class will have it's own skill level.
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#8 Jul 19 2010 at 12:17 PM Rating: Good
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I just hope crafting is something totally different than what was in FFXI. The only thing I liked about that system was the chance of high yields or HQs versus failures. The rate at which you skilled up and the ridiculous scarcity/cost of ingredients in order to do so was way too extreme. What I would like to see is special guildleves/quests that granted access to special recipes rather than anyone with a certain level of skill able to make everything. It would also be cool to see certain abilities/traits learned from crafting that could be applied to your "battle" class.

Edited, Jul 19th 2010 1:20pm by Harri
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#9 Jul 19 2010 at 1:56 PM Rating: Decent
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The idea of crafting as a path on its own really excites me. I can see it actually opening up crafting to more casual players.

I just want the economy in this game to suck less. Grinding for gil is lame - and crafting was just such a money sink. I don't mind spending time directly on leveling the craft but it was lame that most of the the time spent "learning" a craft was actually time spent farming mats/gil. Not to mention the crafting itself was stupid boring.

That said - the things I have read look hopeful on this front. Being able to physically level through crafting is neat - first of all... but more than that - some of the new classes (if they turn out to be real) herders and botanists in particular - look pretty darn cool.

#10 Jul 19 2010 at 11:14 PM Rating: Decent
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I'm curious. If crafting is now a class on par with combat classes do you think stats such as STR, DEX, MND, etc, will effect crafting too? Like say, will higher STR effect your out come in mining? Or DEX affect your results of woodworking? Something interesting to think about. I'm really excited about the crafting and can't wait to try it out.
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#11 Jul 20 2010 at 12:19 AM Rating: Decent
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Kratore wrote:
Im just hoping its easier to lvl a craft to make money this time around.

And how would that help?
If it's easier to make/get money items/equipment will simply cost more. The golden rule of effort vs reward.

I did liked the FFXI craft system tho it had his flaws. Like why you regularly score a critical failure on a level 10 synth being a level 97 crafter.
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#12 Jul 20 2010 at 12:21 AM Rating: Decent
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Well everything is going to be stupid expensive for a while but once more of the ingredients or w/e hit the market and people start monopolizing it the prices will eventually drop <3 undercutters :P
#13 Jul 20 2010 at 12:30 AM Rating: Decent
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I don't know if there will be an auction house, but the retainer mechanic will certainly change the economy. I heard that the items available for sale will be search-able with the prices available in the search. So people could undercut accordingly. Also people should know who a retainer belongs to, so there will be people who buy from friends or are regular customers of a certain merchant no matter what. This will allow for a non-anonymous economy without someone having to setup a bazaar all day and not be able to do anything else.

Edited, Jul 20th 2010 2:39am by XelKarin
#14 Jul 20 2010 at 12:42 AM Rating: Good
XelKarin wrote:
I don't know if there will be an auction house, but the retainer mechanic will certainly change the economy. I heard that the items available for sale will be search-able with the prices available in the search. So people could undercut accordingly. Also people should know who a retainer belongs to, so there will be people who buy from friends or are regular customers of a certain merchant no matter what. This will allow for a non-anonymous economy without someone having to setup a bazaar all day and not be able to do anything else.

Edited, Jul 20th 2010 2:39am by XelKarin


Actually that's not true. Not yet, at least. Nobody knows what SE will do in regards to that. I'd love to see a search function similar to SWG. You go to a terminal in town, see all the vendors/items/prices/locations and hoof it to said location.

If not, establishing an average price on any given item is going to be much more difficult.
#15 Jul 20 2010 at 12:51 AM Rating: Decent
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Well, I did hear there would be a search. I guess I just assumed prices would be included.
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