I know, I know. ANOTHER thread about the crafting changes?
I'm not the type to go off and start another thread. Typically I'll say my piece in an existing thread and move on. But the overreaction to today's announcement is embarrassing for the community and vastly unwarranted.
With that, I present three sections of the bigger picture
. What is lost, what can't yet be determined and what is gained. Then, what I think those upset with the changes should really be focused on. What is lost
The following is a recipe comparison of two armor pieces belonging to the same rank range.
Current Recipe (Hempen Doublet)
1 hempen doublet front
1 hempen doublet back
1 pair of sheepskin shoulder guards (taupe)
1 sheep leather strap (taupe)
1 pair of hempen sleeves
1 spindle of hempen yarn
New Recipe (Hempen Doublet Vest)
1 bolt of undyed hempen cloth
1 spindle of hempen yarn
1 circle of sheep leather
1 copper ingot
So most of the outrage is over one low rank example?
The argument is about complexity, yet there's only two fewer ingredients. But yet, those crying out that their complex synths are being smoked out seem to have a case of selective reading comprehension.
While there are numerous types of materials and parts in existence, low market demand has resulted in shortages for a large number of items. In addressing this problem, we will gradually do away with intermediate materials that find little use, leaving only those that are central to synthesis. At the same time, we will narrow the gap between the requirements to equip and synthesize gear (across all steps).
1.19 will not see a complete change in recipes. Instead, Yoshi-P and crew are gradually weeding out unnecessary items. So rather than make things "easy mode" off the bat, they're taking baby steps to find out what absolutely needs to be removed.
And ultimately this is one example of different low level options. There's no telling how things will progress as the levels of the equipment and the ranks required to create them progress. This is something SE should have hinted at, given the nature of people on the Internet this kind of reaction should have been expected. What can't yet be determined
Many of the current recipes have a secondary class requirement, forcing players to develop skills in multiple crafting disciplines. New recipes, however, will not require secondary skills at this point in time.
* In the future, it will be made so that players benefit from developing skills in multiple disciplines.
While the need for secondary classes is, in fact, being stripped away, it comes with the footnote that there is a plan to make them useful as an intended mechanic down the line.
However, the example recipe shows that there's a natural need for support crafts.
Wherein the old recipe needed only rely on one other craft to obtain all ingredients, the new recipe shows there's a need for three class' items to complete the synthesis.
I say this allows for a more natural dependance because someone who is more dedicated to crafting will be able to level the crafts to the ranks needed to make those ingredients and ultimately profit more from the item than a crafter who purchased all but the ingredients made by their main craft.
This sort of natural system allows for a more robust economy. It allows players who don't want to be as dedicated to selling wares a chance to focus on a single craft and possibly make items for themselves, whereas a true player can dive in as much as they chose to -- and even control markets with tactics familiar to real businesses such as dropping prices below what those who aren't as dedicate or connected could afford.
But the system of artificial walls such as necessary support craft levels only serves to level the playing field as everyone is the same because they are forced to be by the mechanics of the game.
Ultimately, however, it's an unfortunate game of wait-and-see as only SE knows the future of the support crafts concept.
Removal of Crafting Facility and Treatise Requirements
As with secondary class skills, crafting facilities and treatises are virtually essential for current recipes. New recipes, however, will require neither at this point in time.
* Alternate uses are being considered for crafting facilities and treatises.
Again, a highlighted footnote to let everyone know, they're working out something. But again, there seems to be an intent to make entry into crafting more reasonable, and dedication to the system more rewarding.
In a previous letter from the producer, Yoshi-P promised that the changes, however drastic, would not negate the efforts players have invested thus far. And more recently, mentioned that in the event some guild mark abilities change, a limited time buy-back option would be made available. So even if your books change, you'll still get the guild marks to reinvest. What is gained
Several major items have been floating around that I believe balance out the changes.
From the Letter from the Producer XIV under Grand Company system:
Implementation of supply and replenishment objectives
and, under Items, Synthesis and Gathering:
Addition of new craftable items and revision of stats on existing ones as part of the introduction of new synthesis recipes (moved from future tasks
[COLOR="red"]Through the new recipes, Disciples of the Hand will be able to customize gear with different attributes. Different colors will be applied to the same graphics to indicate the class for which a certain piece of equipment has been optimized. Samples to be posted on the forums.[/COLOR]
Addition of a system for Disciples of the Hand to perform materia crafting
Addition of a system for Disciples of the Hand to perform "forbidden" materia crafting
Addition of a system for purging equipment of materia
There's a lot coming down the pipe for DoH in exchange for a minor reduction in the overall burden of ingredients required for recipes. Fair exchange, give a little to get a little.
No where in the given information does it say that the DoH classes are being relegated to second-class citizens. Nor is there any indication that they're being dumped as potential classes altogether.
If anything, the supply and replenishment objectives may indicate that there will be opportunities to do more than repetitively grind out the same recipes over and over in the linear pursuit of the next rank ding. End notes
Constructive criticism goes a lot farther than blind rage.
If DoH and DoL would like to be more than just workers on a conveyer belt, you need to let SE know that you want real reasons to be more than crafters. Vehemently shooting down a single list of proposed changes based on one example contained therein will do nothing for progress.
If you want your recipes largely untouched, then support or even present alternatives to the true issue the complexity of those recipes presents; a problematic and frustrating leveling experience.
Let SE know there's a desire for opportunities for levels to be gained through social and world activites. DoH- and DoL- specific raids and quests. If a player can enjoy the process of leveling, a complex ingredient list won't seem so bad when it comes time to create mid- to high-rank items.
The larger aim of the development team has been to make this a game accessible for a wide variety of gamers. So far, they seem to have been taking the proper steps to attain that goal without harming the integrity of a core experience.
Have a little faith. And in the mean time, be constructive.