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Future in crafting!Follow

#1 Apr 13 2011 at 4:04 AM Rating: Good
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I see a lot of people interested in the new 1.17 patch but personally i think that the crafting post available on Loadstone forum!

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Greetings everyone!

Naoki Yoshida, the FINAL FANTASY XIV Producer/Director, has given an update on the future of crafting and we would like to take this moment to share it with you.

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Hello everyone, this is Yoshi-P!

This is the first post on fixes to the game economy that the crafting and gathering teams are working on under the leadership of Komoto. Sorry it’s taken so long to post, and thank you all for the great feedback!
In regards to crafting, there have been a number of discussions in a number of threads, but before I actually reply to any of those individually, I’d like to first give you a summary of the current crafting system and the direction we’re taking it.
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Among all synthesis-related fixes, our top priority is revamping existing recipes. We currently see the following problems bogging down crafters:
•Too many recipes requiring too many materials
•Unbalanced rank requirements for obtaining materials and crafting items

We’re making considerable changes, all aimed at bolstering the role of Disciples of the Hand in Eorzea’s economy. Once the revised recipes are worked out, I’ll be sure to post in this thread again.
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We also plan to introduce the below adjustments to the Discipline of the Hand “character arc,” together with the recipe changes mentioned above:
•Ease of solo crafting activities up to rank 20
•More focused crafting and economic activity from rank 20 on

To start, we’ll be making progression to rank 20 for Disciples of the Hand and Land relatively easier. Beyond rank 20, we’ll have crafters participating in the market, and playing a more active role in the in-game economy.
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We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:
•Create a characteristic uniqueness for Disciples of the Hand
•Allow Disciples of the Hand to craft items in high demand

For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, we’ll be balancing Discipline of War and Magic classes at the same time.)
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I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the game’s economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.
•Disciples of War and Magic can customize and personalize their gear
•Disciples of the Hand can answer the materia-fusing needs of others
•Disciplies of the Land can gather catalyst items to meet the realm’s demands

I’ll be posting more details on the Materia System at a later date.
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We’ve received a lot of feedback from players regarding the crafting gauge. So we actually tested the synthesis process without a gauge, and had our quality assurance team do the same. In the end, we thought it would be fairly simple to do away with the gauge altogether. We’ll be checking this out more carefully, however, so that future additions to the system will not negatively impact gameplay. This might take some time, so I have to ask for your patience until I’m in a position to write more about the direction we decide to take.
On the other hand, we’re thinking of bringing in some low-level “instant” crafting—quick recipes players can bang out without having to invest too much time.
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Last but not least, we have the repair system. While the current repair system serves as a way for crafters to put themselves in demand, it’s also obvious that it’s not very popular among Disciples of War and Magic. But, after the release of the Materia System (see above), I think that the repair system will begin to balance itself out a bit more. It’s going to take some time before that system is ready, though, so in the meantime we’ll be reassessing the required materials for making repairs.
We’ve also received feedback on the high costs of repairing items via NPCs, but ask that you give us a little more time to keep an eye on this. Unfortunately, there aren’t many ways to take gil out of the game right now, but once we get a few more in, we’ll look at adjusting repair NPC costs.
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By ushering in all of these changes, we’ll be drawing sharp distinctions between quest rewards, loot from battle, and the fruits of gatherer and crafter labors. In addition, it will also help to create more specific demands within the game economy. As always, we’re looking forward to your continued feedback and further discussion! For now, this is just an overview, and I’ll be making more posts in individual threads later.

Thanks!


Specially the ability to increase/decrease stats on equipment when crafting seems very interesting to me as a main crafter!
Also, the possible "Materia System" in which you can add more stats to gear is something that I have been hoping for some time now!
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#2 Apr 13 2011 at 4:16 AM Rating: Good
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I pretty happy with any changes to crafting.

My only problem is that if they do away with the admittedly horrible bar system it seems like a cowardly solution.

I'd have preferred them to try to make all the crafting into different mini-games that require skill or knowledge but instead it seems like they opt for the easy route once again and don't even bother with it.
This makes calling the crafting jobs "classes" even more superficial as they're really all going to be alike it seems.

Them bringing up the word "materia" makes me hope for all kinds of systems similar to VII's equipment enhancement system but even I know that I'm making a big leap of imagination right there so we'll just have to wait and see (<=there's a shocker!)what this really means.
#3 Apr 13 2011 at 4:19 AM Rating: Decent
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I'd have preferred them to try to make all the crafting into different mini-games that require skill or knowledge but instead it seems like they opt for the easy route once again and don't even bother with it.


How much resources should they use for it?

Frankly, they have so much stuff to deal with that what they're doing right now is more than enough. We don't need overhauled crafting, and different minigames can be implemented later on easily. Crafting doesn't need that much attention currently.

I mean, I'm sure you agree that this game has it's vast share of smaller and larger issues that need to be dealt with. Let's let them deal with them first, shall we?

Edited, Apr 13th 2011 10:20am by Hyanmen
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#4 Apr 13 2011 at 5:03 AM Rating: Good
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Hyanmen wrote:
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I'd have preferred them to try to make all the crafting into different mini-games that require skill or knowledge but instead it seems like they opt for the easy route once again and don't even bother with it.


How much resources should they use for it?

Frankly, they have so much stuff to deal with that what they're doing right now is more than enough. We don't need overhauled crafting, and different minigames can be implemented later on easily. Crafting doesn't need that much attention currently.

I mean, I'm sure you agree that this game has it's vast share of smaller and larger issues that need to be dealt with. Let's let them deal with them first, shall we?

Edited, Apr 13th 2011 10:20am by Hyanmen


Sure battle system trumps crafting any day, can't argue with that.
#5 Apr 13 2011 at 5:19 AM Rating: Good
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MATERIAAAA!!! *screams like a girl in excitement*

srsly though, looks good.
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#6 Apr 13 2011 at 6:38 AM Rating: Decent
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The whole crafting to specifications will most probbaly revitalize the market and promote crafting for specific people/orders.

There might be people that would like to have a piece of armour with def/sta while others will prefer STR/DEX, some even might wanna get Mag Def/PIE. When this does come into effect crafters might want to keep their mats ready and only craft when they have a specific customer in view so they know which stats to increase.

For the customers DoW/M this will also be good because they get to improve on their performance in fights and if this is not enough then they can use "Materia" to increase stats further.
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