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Crafting and gathering as job classes? like or dislike?Follow

#1 Aug 02 2010 at 12:53 PM Rating: Decent
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From all of the info available, I feel pretty good about FFXIV. However, if there is one area that I am a bit worried about, its the implementation of crafting and gathering jobs as full on job classes. As of late, I will admit there really is not much info out there about how crafting and gathering jobs are going to function, but i think we all know for these professions to be job classes, they will have to be very involved, a considerable amount more than in XI. To start things off, I have seen the live beta streams and youtube videos of people crafting and mining in XIV. Now from what i've seen may very well be changed by release but the fact remains, these jobs are going to be complex. For instance, there is some kind of quality meter you have to manipulate during crafting and also you get options such as quick, slow, etc synthesis. Its almost a minigame now. Same with mining. You now have aim and strength (i believe it was a strength meter) meters to deal with for each swing of the axe that effect a successful swing or not.

So the point being that crafting and gathering jobs now have involved mini-games. The reason this concerns me is that mining and crafting to me were kind of a release from the pressure of leveling, sky, hnm/nm hunting, etc. If I wasn't feeling up to all of that, I could simply don my mining clothes and stacks of pickaxes and hit up Gusgen mines and mindlessly whack-away at mining points, or take out my goldsmithing gear and work on some HQ items with little effort. It doesn't seem like even fishing is going to be a mindless release any more. Everything is going to take effort. My only hope is that they offer something else to do that will be a nice change from the action-packed life of FFXIV.
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#2 Aug 02 2010 at 12:57 PM Rating: Excellent
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I'm hoping to use that point to get my wife into FFXIV. She hates fighting games (won't play Super Smash Bros. Brawl or WWE SmackDown! vs. Raw with me), but she'll play other stuff on my Wii. I'd love the chance to make a Miqo'te Botanist for her, maybe parlay that into Weaver and/or Carpenter. She could make furniture and clothes, and never have to fight a thing.
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#3 Aug 02 2010 at 1:05 PM Rating: Good
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The fact that crafting involves a minigame shouldn't necessarily preclude it from ease. In Vanguard crafting had a very nice minigame-style implementation, but if you were doing low-level synths or simple repeatable ones, you didn't have to sweat it much. Everything flowed naturally, and the way that process worked meant that you didn't have to have your eyes peeled lest you fail. If you want to have a more relaxing crafting session, then just do easy synths, or gather in a low pressure area.

It shouldn't be too hard for FFXIV to pull off something similar. It's shaping up to be a good system, and I'm happy for those who just wanted to craft exclusively and are now able to enjoy the game's full scope. With the ability to change classes whenever you want, I see this as nothing but a positive move for the game.

But if it doesn't do the trick for you, there's always ice field mining in EVE : )

Edited, Aug 2nd 2010 3:07pm by Eske
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#4 Aug 02 2010 at 1:05 PM Rating: Good
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the fact that you can level up your physical level through crafting/gathering crafts too makes the game truly varied. rather than each class being a variant on ways of damaging/tanking/healing, having the ability to actually experience the game, the storyline and such with almost no fighting would be very refreshing.
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#5 Aug 02 2010 at 1:15 PM Rating: Good
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I actually really like this idea if it's implemented correctly. It seems really popular these days for just about every new major MMO to tout "actually fun crafting this time, guys" and rarely do any live up to that. EverQuest II is probably the MMO I've played with the deepest crafting, and it lists your crafting class as a "separate, but equally important" class from your Adventuring class (which would be like Paladin, Necromancer, whatever). Like, it tried hard to make crafting all important and stuff, but it still didn't feel that way... though I admit that the crafting itself was much more fun and involving than in most MMOs. And you really COULD level up to the equal cap of your Adventuring class with your Crafting (Artisan) class, which was a nice touch, though actually getting it to higher levels seemed like too overwhelming a pain for me to even attempt, heh.

It's even more interesting that FFXIV is actually making the *gathering* classes a separate "real class" as well, that reminds me of the short time I played Vanguard. If it's pulled off well, I think it could be really cool. I'm already thinking of being a Botanist and joining that Bismarck food-lovers' guild, and it could be a very nice experience and make for some very rich RP if it's done well.
#6 Aug 02 2010 at 2:01 PM Rating: Good
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#7 Aug 02 2010 at 2:10 PM Rating: Good
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I'll admit, I was first kinda put off by the idea of "crafting" jobs being considered an action class. But I'm going off of traditional thinking, being that most MMO's only implement crafting as sort of a "side job". You had to level your character in WoW just to be able to go into the next tier of crafting. I'm not sure if personal level will have any relevance to your crafting abilities, but having skill sets and abilities that are directly related to your profession could work out kinda nice. Blacksmith could be a blunt object user, with hammer attacks. A harvester could come to the game with a Scythe (I'll be sad if I can't wield my favorite weapon again), a fisherman could be a.... puller? :P

Regardless, I'm liking the new directions SE is taking with alot of conventional ideas. I'm tired of cookie cutter MMO's, all following the same template. That's what made me love FFXI above any other MMO I've played to date!
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#8 Aug 02 2010 at 2:15 PM Rating: Decent
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I wouldn't say I like it or not until I really get my hands on it. But I can say I really look forward to trying those classes out.

Personally crafting or gathering "professions" to me is just like any other MMOs, your character stands within the "mining spot", then you click on the "Mine" button and it'll perform the action. Same thing for crafting. When I heard the news about FFXIV's crafting and gathering would not be "professions" anymore, they'd now be "classes", I started thinking about how would each of them operate.

The first thing came across my mind are some Wii games such as cooking mama, if cooking in FFXIV is like playing cooking mama, then it would be pretty fun to play. Honestly, I really hate the "profession skill" system in most of the MMOs. Whenever I played a MMO, people would tell me it's a must to level up at least one profession skill if you want to make money to survive in game. But I realized that in order to max out a profession skill level, I need to spend a LOT of money to gather the mats (or a long grinding time), so it works like, if you money, you need to grind money to train your profession, then you can make money with it. Why wouldn't I just grind money at the first place? It doesn't really make sense to me...
#9 Aug 02 2010 at 3:50 PM Rating: Good
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the good thing about the mini-game is it removes a lot of the monotony from gathering and crafting. its much harder to zone out when youre being engaged in what youre doing. for some, i guess the zoning out was a nice thing, but for me, zoning out inevitably led to boredom, which led to sleepiness, so i could never gather for more than say, a half hour, before having to stop.

the mini-game nixes that nicely.
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#10 Aug 02 2010 at 4:42 PM Rating: Good
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Personally I have great expectations in regards to the new DoL/DoH classes and it's possible uses in parties. From what I've read they appear to be true considerations when you form a party and although I don't see how thay will make it so I do hope they somehow do it.

Because of this new approach to crafting I'm actually gonna try something unconventional, I will try from the begining just skilling up these two areas of the classes and leave the arms and magic for a later time.

If indeed gathering and crafting require more than a mindless "go there, press this" then it just reinforces my hope that there will be noticeble skill ups in these classes to be compared to "normal" fighting classes.

To bring the nerdiness to a maximum I'm actually thinking of doing an in character blog about a character which objective is to be a craftsman and not so much an adventurer.
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#11 Aug 02 2010 at 5:12 PM Rating: Decent
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I actually like the idea of crafting and gathering jobs. It's just a matter of fine tuning them just right, so that they are balanced right, and work the way SE intends them to.

Really, the only thing that worries me, is if you are able to join a party with a crafting job, and somehow leech class levels. I heard something about crafting classes being able to contribute to parties, such as with additional loot or something... I'm open to ideas like that, but I still think that the only way you should be able to level a craft, is by actually crafting things... It was a driving factor in the economy in FFXI.

I haven't heard anything about that being the case though, it's just a little worry in the back of my mind until I hear something that confirms otherwise. Think about it though, if crafters could level in battle, a great many items that have a large supply would have very little demand, because nobody would need them for skill ups. And materials aside, the actual products of skill up synths would be in short supply much of the time, so more people would have to commission them from crafters, which would be somewhat of a pain for every little thing. Not to mention, without the hefty gil investment to get a craft leveled, more and more people would level one, which would flood the markets. Not everyone needs to level a craft, I liked how crafters were a niche breed in FFXI. Look at WoW for an example of the opposite... Crafts were super easy to level, and it made them almost completely pointless. The only good thing I can say about that games crafting system, was that engineering had a bunch of rare/ex novelty toys to play with... Pretty crummy highlight compared to FFXI's system... :P

At any rate, I guess I just have to trust SE's judgment on this one, but I'm definitely hoping that crafters still have to craft in order to level, and that it will be a tough road to finish.

Oh, and the minigames are a welcome addition for me. They aren't a bother to me, and I'm sure they will make it much harder on RMT bots down the road... I'm sure plenty of people here remember what happened back when RMT ran all those fishing bots, and npc'd things causing a massive inflation boom... Yeah... Best to nip that in the bud, and save us the trouble of more roving bands of goblins at every coast, crippling all the low level camps lol. XD
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#12 Aug 02 2010 at 5:15 PM Rating: Decent
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I'm a bit worried that choosing a crafting career might be a little lonely, since you (presumably) don't have to party to progress?
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#13 Aug 02 2010 at 7:15 PM Rating: Good
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Tiger228 wrote:
. . .Really, the only thing that worries me, is if you are able to join a party with a crafting job, and somehow leech class levels. I heard something about crafting classes being able to contribute to parties, such as with additional loot or something... I'm open to ideas like that, but I still think that the only way you should be able to level a craft, is by actually crafting things... It was a driving factor in the economy in FFXI.


The only XP "shared" by the party (as far as I can guess) is the physical xp. Skill xp (Class levels) are only gained by using your skills, whether in battle or "in the field." While it may be possible in theory to leech physical XP, Class xp is only gained by actively using your class, I think. (I read a sentence somewhere once that said the amount of class xp gained from battle was based on the skills you used, which leads me to believe that skill use is the major generator of class XP.)


insanekangaroo wrote:
I'm a bit worried that choosing a crafting career might be a little lonely, since you (presumably) don't have to party to progress?


That's a good point, but crafters have their own crafting guildleves to do, and presumably these can also be jacked up to 5 star difficulty which requires a large party. While I'm sure it's POSSIBLE to level a crafter, all alone, never leaving town, I bet it'd be less fun to do it that way.

And maybe if your partied with another crafter you can cooperate in a system similar to battle regimens for the fighters? how Badass would that be?! oh the dream...
#14 Aug 02 2010 at 8:08 PM Rating: Decent
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I have a lot of great expectations for the crafting and gathering classes.

Many things can go right and wrong with this which is why I'm looking forward to it. Things that worrie me about it is how the classes will progress. Yes its cool to have a minigame for doing the actions...but you need to change and expand on that minigame as you grow in the class to keep things interesting.

Also, story. If I want to be a Crafting class only, what kind of story in the game will be available to me? A blacksmith won't be fighting any epic boss fights, so what kind of amazing stuff will be in store for these classes. What will be the crafting and gathering missions and quest?

And of course...if you are ONLY a Crafting class...if you don't make enough gil to get new material to creating things are you basically unable to keep being your own class?

thats just a few of my concerns.
#15 Aug 02 2010 at 8:14 PM Rating: Decent
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Like:

Makes them more desirable to level up as they might actually be useful in more ways then just making money.
Gives parties a more interesting spin and will have to be more diverse for certain situations
Portable repair depots sounds awesome

Dislike:

Everyone will level some up, then it turns into other games where it's commonplace for every single person to have them leveled up...
They all sound completely useless fighting actual enemies and really only provide benefits that were stripped from other jobs.


I dunno... i see benefits and drawbacks. Only time will tell if it was worth it or not... or really had no effect.
#16 Aug 03 2010 at 7:03 AM Rating: Good
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boriss wrote:

Dislike:

Everyone will level some up, then it turns into other games where it's commonplace for every single person to have them leveled up...


Because they are entirely their own class this time about, I doubt people will have the time, at least initially, to level up many crafting/gathering classes, they don't "skill up" quickly like in other MMOs, but rather raise more akin to the pace of a an entire other class. Anyone who wants to focus on war or magic may only have time for one or two other crafting classes if they want to move ahead at speed, and lots of DoW will really want to mash-up many class skills so they already have PLENTY to level.

A year from now there may be some uber players, but they won't be too common. Not common enough to dent the pure crafter's expertise...
#17 Aug 03 2010 at 7:40 AM Rating: Decent
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Well I like it, if done right. Star Wars Galaxies had a similiar system in place in that you could just be a full time crafter. Not only did they make all the items but could custom color it. It became a very social system because you would do a such on crafters, go to there merchant and see what they had to sell. If you like their goods you would PM them for custom gear.

Now if this system turns out to be as good you'll see why craft is a more robust than just a mini game.
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#18 Aug 03 2010 at 12:07 PM Rating: Decent
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Also, story. If I want to be a Crafting class only, what kind of story in the game will be available to me? A blacksmith won't be fighting any epic boss fights, so what kind of amazing stuff will be in store for these classes. What will be the crafting and gathering missions and quest?


From what I understand from SE thay are (will) trying to include the DoL and DoH in parties by giving them abailities which will benefit the party, as such and assuming they do this properlly these abilities which be looked for, even in endgame events.
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#19 Aug 03 2010 at 12:11 PM Rating: Good
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Ragnarok Online had a Merchant Job class which does it what it sounds like. I didn't play RO very long at all. Some players did tell me that RMT on Merchant was a big deal. But that was about four, five years ago. As for XIV I need to see it to know it.

Someone, somewhere played those classes before any public release and had to say that they were fun on some level and I see no reason to not believe 'em until I can play otherwise.
#20 Aug 03 2010 at 12:38 PM Rating: Good
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If anything, it gets rid of the crafting bots which is OK in my book.
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#21 Aug 03 2010 at 1:57 PM Rating: Decent
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I'd rather be killing stuff than making stuff, but if SE does this crafting thing well then I might just change my tune.

#22 Aug 03 2010 at 2:14 PM Rating: Decent
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SideCH wrote:


And of course...if you are ONLY a Crafting class...if you don't make enough gil to get new material to creating things are you basically unable to keep being your own class?


This, actually is one of my concerns too. I admit that I'd played WoW for a while and I was a miner in WoW. As a miner, I have to travel to different maps to get different types of mines, the higher level ores would reside in a higher level map surrounded by high level mobs. It actually made sense to that in order to get higher level ores, I have to level up myself, so I can travel to high level maps. I wonder if this is what will happen in FFXIV. Obviously mines are outside of the cities, so what would they do to make this statement true: "one can choose to be a crafter/gatherer and he'll be able to enjoy the game just like other combat classes, and he can level up to the max level without even fighting a single mob."

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From what I understand from SE thay are (will) trying to include the DoL and DoH in parties by giving them abailities which will benefit the party, as such and assuming they do this properlly these abilities which be looked for, even in endgame events.


I don't expect DoL and DoH will be include in regular combat parties as I don't expect them to have any direct combating skills/abilities. They may have abilities such as focus yourself so it makes crafting an item easier, and if you use this ability during battle, it may increase your accuracy. But in order to be in a combat party, I still think you need to be one of the DoW or DoM classes.
#23 Aug 03 2010 at 2:45 PM Rating: Decent
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Yeah, it is really a "lets wait and see" kind of thing. This new, bold step SE is taking with crafting and gathering is a move that will define XIV. If it's a broken system, it will be a mistake that all other MMOs will stray as far away from as they can. It will be cited for decades as an example of an awful crafting and gathering system. Because i truly believe this system is either going to be great or horrible. There really is no middle ground. There can't be given the huge role that it plays in XIV. SE knows this and this is why i do believe that it will work, it has to. I know my tone is kind of changing about the whole system from my OP but just want to point out that my OP really isnt about my concern of the quality of system but rather of a concern about a possible lack of "release" alternatives. I just really didnt know what to think of the whole system though in my OP.

I hate to sound like a SE or FF fan-boy but I do trust SE. I mean, they are a company with zero MMO experience yet they produced an overall great MMO in ffxi that boasted more depth than most MMOs can claim (ie. complex battle system, intriguing story (over and over with each expansion), etc, etc [really dont need to list for you guys]). So, i must say that i do trust XIV will be just as great, which does include the new, bold crafting and gathering system.

So here's to trusting SE! ^_^; (going with the fruity emote sense im not a premo user, ha)


Edited, Aug 3rd 2010 3:48pm by Raionn
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#24 Aug 03 2010 at 3:18 PM Rating: Decent
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I trust SE too, and I just read another thread about fighting/grouping with DoL/DoH classes. In a way I like people saying that DoL/DoH classes are somewhat welcome to parties since they can give out some special buff to the party. On the other hand, I also have a hold back on that idea. One of the examples of having a gatherer in a combat party I saw from the other thread is that the party may gain certain buffs from this gatherer, and the reason for the gatherer to join the party is that maybe they're going to a place where the gatherer can get some special materials from there.

I don't really see that working because:

1. If I'm a gatherer, I may want to go back to town and switch to my crafting job as soon as I gathered enough materials. So if I'm tagging along with a party, it may not be nice to just leave in the middle of the progress.

2. From a gatherer perspective, if I have to join a party to go somewhere to gather materials, does it I can't go to that place alone? Maybe the mobs are too high level to solo? Anyhow, if I can't get to any place to gather materials to level up alone, then that means ALL gathering classes would have a bottleneck at a certain level, which they HAVE to join a party to level up.

3. From the information I've been reading, FFXIV was designed not as hardcore as FFXI, Tanaka (or other designer) had said that they wanted to also give some focus to the causal players and also those who didn't really like fighting mobs, that's why they created all these DoL/DoH classes. The way I see it is that the DoL and DoH classes are more towards to the causal play styles, so if they get to a point where they have to join a party in order to level up, then that definitely defeats the causal idea.

I really don't mind the idea that if I'm in a party working on a guildleve somewhere on the field, then we see a gatherer around the area and we invite him to the party and let him tag along. But even without our party, he can still get through the place and get what he wants.
#25 Aug 03 2010 at 11:58 PM Rating: Decent
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i love crafting and i LOVEDDD crafting in FFXI (lvl100+3 bonecrafter)

the only thing that worrieds me about crafting being playd as class/jobs is that you wont need gil to invest in your skills in hope to later on earn huge profit. By the looks of things, it looks like you'll just need exp to gain skills
(powerlvling crafters?) i like the idea of crafter's quest(guildleaves) but idk something doesnt seem right if we can reach endgame crafting skills without really wasting gil..


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#26 Aug 04 2010 at 5:52 AM Rating: Decent
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It's all really going to depend on how the crafting class's fit into partys, if anything i think the skills will be mainly used as secondary skills, like your main is Pug but you have some blacksmithing skills and the enimies are metal so you would throw in a few of your BS skills to help out but i could be wrong, maybe they will make good party members and bring a uniqe skill set to the table but at this point its only theory and guess work =)

Edited, Aug 4th 2010 7:53am by blufnex
#27 Aug 04 2010 at 7:22 AM Rating: Decent
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I absolutely LOVE the fact that there are dedicated crafter jobs.

The most fun i had crafting to date was my master tailor in SWG great complexity. I didnt have to fight at all to level that which is a rare thing in games these days.

Cant wait to try the Botanist and Weaver. The only problem i have is time. So many crafts to choose from !!
#28 Aug 04 2010 at 7:52 AM Rating: Good
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I look forward to the separate jobs. Being able to dedicate myself to one thing at a time is a plus.
#29 Aug 04 2010 at 8:34 AM Rating: Good
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dunlag wrote:
If I'm a gatherer, I may want to go back to town and switch to my crafting job as soon as I gathered enough materials.

Why would you go back to town to switch to your crafting class? It's already been stated you can switch classes anywhere as long as you're not in combat. You don't necessarily have to use the guilds in town, either. According to one of the descriptions on the FFXIV site (the one about the female Hyur Culinarian), there are people who can boost synthesis at the Aetheryte camps.
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#30 Aug 04 2010 at 8:41 AM Rating: Decent
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I always kinda figured that in a party scenario DoH and DoL classes would function similar to how brd/cor/sch(to a point) function in XI; I'd picture smithers would give some offensive melee buffs, carpenters defensive ones, botanist mage offensive, etc.

since theres so many non battle oriented classes, they would each have atleast 1 highly beneficial buff/ability so if no buff to give, they'd have something like treasure hunter or the ability to shift elemental resistances or both monsters and players

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#31 Aug 04 2010 at 8:42 AM Rating: Decent
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I agree that it is something that has been bothering me as well. I kind of don't like the idea that someone can spend all their time crafting....but who knows, maybe they turn it into something fantastic.

I myself, am ready to take up shield and bash some skulls in lol. There is always time for crafting/professions.....but really to sit and fish all day for fake fish no less.....I would rather hit up a local lake.
#32 Aug 04 2010 at 10:55 AM Rating: Decent
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Zendarion wrote:
I absolutely LOVE the fact that there are dedicated crafter jobs.

The most fun i had crafting to date was my master tailor in SWG great complexity. I didnt have to fight at all to level that which is a rare thing in games these days.

Cant wait to try the Botanist and Weaver. The only problem i have is time. So many crafts to choose from !!


Didn't SWG get a complete overhaul a few months (or maybe a year) after release for this reason? I don't know the specifics but from what I briefly heard from a buddy who played SWG, they completely wiped out the classes and made everything battle-like. So if this is true, if SWG didnt make it work, i hope SE can. Because i will admit, this whole system reminds me a lot of SWG and it was very appealing... but i think in reality it didnt work all that great. But in SE's defense, they aren't going quite as far as SWG went with their crafting classes... but they are defiantly heading down a variation of that path.
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#33 Aug 04 2010 at 11:09 AM Rating: Decent
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#34 Aug 04 2010 at 11:12 AM Rating: Decent
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I'm curious about leveling a crafter class, but wonder if its gonna be like FFXI where ya could only take one class to max, the other ones could only go up to 60 or so..
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#35 Aug 04 2010 at 11:15 AM Rating: Excellent
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I always kinda figured that in a party scenario DoH and DoL classes would function similar to how brd/cor/sch(to a point) function in XI; I'd picture smithers would give some offensive melee buffs, carpenters defensive ones, botanist mage offensive, etc.

since theres so many non battle oriented classes, they would each have atleast 1 highly beneficial buff/ability so if no buff to give, they'd have something like treasure hunter or the ability to shift elemental resistances or both monsters and players


This would be interesting. Smiths give bonuses to weapons and Armorers to armor (duh)...Botanists could give elemental resistances or maybe function like Geomancers from Tactics...Weavers maybe like Time Mages from Tactics...Goldsmiths increase drop rates and quality...Carpenters maybe party defensive bonuses...Cullinarians bonus HP/MP...Alchemists brew potions on the fly, giving the party elemental effects like poison and such...not sure what Fishermen would do.

Edited, Aug 4th 2010 10:19am by SkinwalkerAsura
#36 Aug 04 2010 at 11:22 AM Rating: Good
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Fisherman throws his net on the mob = slow spell, or decreased evasion

Edited, Aug 4th 2010 1:26pm by TwistedOwl
#37 Aug 04 2010 at 11:37 AM Rating: Decent
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Quote:
1. If I'm a gatherer, I may want to go back to town and switch to my crafting job as soon as I gathered enough materials. So if I'm tagging along with a party, it may not be nice to just leave in the middle of the progress.


I agree that this might happen and is not something the party would like but I also heard somewhere that characters in FFXIV started with 80 slots for materials and assuming we will be able to stack the majority of these then this issue should not arise.

Quote:
2. From a gatherer perspective, if I have to join a party to go somewhere to gather materials, does it I can't go to that place alone? Maybe the mobs are too high level to solo? Anyhow, if I can't get to any place to gather materials to level up alone, then that means ALL gathering classes would have a bottleneck at a certain level, which they HAVE to join a party to level up.


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the higher level ores would reside in a higher level map surrounded by high level mobs. It actually made sense to that in order to get higher level ores, I have to level up myself, so I can travel to high level maps.


From what I've read we need to remember that there are actaully two evolutions in a character; a Phisical Level and a Class/Weapon Skill. Skilling any class, be it Pugilist or Miner, will evolve both the phisical level and the class' skill even if not at the same rate. I would expect that the agro/threat radius would be based on the phisical level and as such by skilling up whatever class you will gain phisical levels which will then enable you to safelly enter certain areas.

As an exemple I envision a character with minier skill 10, armourer skill 10 being (phisical) level 10 or 15, this way they can feel safe in areas with mobs of level <7 withou agroing and never having fought a mob before. On the other hand a character which has only skilled up pugilist to skill 10 and no other skill would only have a phisical level of 5-7 and then agro the same mobs in the same area.

Quote:
I always kinda figured that in a party scenario DoH and DoL classes would function similar to how brd/cor/sch(to a point) function in XI; I'd picture smithers would give some offensive melee buffs, carpenters defensive ones, botanist mage offensive, etc.

since theres so many non battle oriented classes, they would each have atleast 1 highly beneficial buff/ability so if no buff to give, they'd have something like treasure hunter or the ability to shift elemental resistances or both monsters and players


I don't see any other way for these classes to work in parties so I have to (hope) agree that this is the way it will work.
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#38 Aug 04 2010 at 12:21 PM Rating: Good
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GuardianFaith wrote:
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WWE SmackDown! vs. Raw


You should be thrilled that your wife refuses to play this. I'd be weary of any adult woman that's in to staged wrestling.

She won't play, but she made a caricature of herself to serve as my character's manager. I have this habit when I play the SmackDown! games that the first character I make is myself.
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#39 Aug 04 2010 at 12:29 PM Rating: Decent
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Ralrra wrote:

Why would you go back to town to switch to your crafting class? It's already been stated you can switch classes anywhere as long as you're not in combat. You don't necessarily have to use the guilds in town, either. According to one of the descriptions on the FFXIV site (the one about the female Hyur Culinarian), there are people who can boost synthesis at the Aetheryte camps.


Maybe it's just me, when I go out to gather, I'll try to empty my bag as much as possible so I'll have more spaces to carry the mats. When I craft, I'd like to put all of the required mats in my bag, so I can craft numbers of the same item before I have to get more mats from my storage or AH or npc.

Unless I can access my storage from the Aetheryte camps, otherwise I'd prefer to craft somewhere close to my storage, such as in town.

hugus wrote:

From what I've read we need to remember that there are actaully two evolutions in a character; a Phisical Level and a Class/Weapon Skill. Skilling any class, be it Pugilist or Miner, will evolve both the phisical level and the class' skill even if not at the same rate. I would expect that the agro/threat radius would be based on the phisical level and as such by skilling up whatever class you will gain phisical levels which will then enable you to safelly enter certain areas.

As an exemple I envision a character with minier skill 10, armourer skill 10 being (phisical) level 10 or 15, this way they can feel safe in areas with mobs of level <7 withou agroing and never having fought a mob before. On the other hand a character which has only skilled up pugilist to skill 10 and no other skill would only have a phisical level of 5-7 and then agro the same mobs in the same area.


However, there're areas in FFXI and many other MMOs that even if you hit the level cap, but still not safe to enter to the area by yourself, especially high level areas. A level 50 mob maybe solo-able by a level 50 DoW/DoM, but as a DoL, I doubt I have the ability to solo that.
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