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Clarification on recipe plansFollow

#1 Aug 23 2011 at 4:36 PM Rating: Excellent
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Forum member Reinheart has been doing a wonderful job on the official forums keeping us up-to-date on what is being said by the Japanese devs. Today, Yoshi-P commented further on the upcoming and future changes to recipes initially hinted at last week.

Be sure to visit Reinheart's thread and give him a thumbs up: http://forum.square-enix.com/ffxiv/threads/14967-Translations-%28JP-to-English%29/page63

There's a few more posts but the bulk of the information is in the two posts below.


Naoki_Yoshida wrote:
プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,

改めて吉田の方から製作レシピのパッチ1.19における改修例、改修方針と、
今後のレシピ追加方針、HQ製作方針などについての考え方を記載します。長文です。
Here is Yoshida's example, ideas for layout for changes, later recipe addition goals, goals for HQ crafting. in patch 1.19. This is a long post.

まず、以下が今回の改修によって追加されるパッチ1.19時点でのR50相当アイテムのレシピです。
(コバルトやレッドカララントは新素材/新アイテム、調整中のため細部変更の可能性アリ)
First, below is new R50 item recipe which will be included with patch 1.19 recipe change.
(Cobalt or Red Colorant is new material/new item, it's being modified still so specifics may change)


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■コバルトサバトン (甲冑師レシピ)
Cobalt Sabaton (Armorer Recipe)
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(装備レベル49) ※高レベル帯の足装備品(盾役向け)
(Level49 gear) *High level range foot gear (for tanks)

コバルトサバトン Cobalt Sabaton
├ △コバルトプレート × 3 Cobalt Plate x3
├ ▲コバルトリングズ × 1 Cobalt Rings x1
├ □ボアレザー × 1 Boar Leather x1
└ ■エレクトラムインゴット × 1 Electrum Ingot x1

≪消費触媒≫ Required catalyst (crystals)
アースクリスタル × 2 Earth Crystal x2
アイスシャード × 3 Earth Shard x 3

≪中間素材のレシピ≫ Mid-material recipe
△コバルトプレート (甲冑師レシピ) Cobalt Plate (Armorer Recipe)
└ ○コバルトインゴット × 2 Cobalt Ingot x2

○コバルトインゴット (甲冑師レシピ) Cobalt Ingot (Armorer Recipe)
├ 鏡鉄鉱 × 2 Cobalt Iron Ore x 2 (Says kagami - glass iron ore in direct kanji)
└ 鉄鉱 × 2 Iron Ore x 2

▲コバルトリングズ (甲冑師レシピ) Cobalt Rings (Armorer Recipe)
├ 鏡鉄鉱 × 2 Cobalt Iron Ore x 2
└ 鉄鉱 × 2 Iron Ore x 2

□ボアレザー (革細工師レシピ) Boar Leather (Leathercraft Recipe)
├ ボアの粗革 × 1 Hog Hide x 1
└ アルメン × 1 Alumen x 1

■エレクトラムインゴット (彫金師レシピ) Electrum Ingot (Goldsmithing Recipe)
└ エレクトラム鉱 × 4 Electrum Ore x 4

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■コバルトサバトン[RD] (甲冑師レシピ) Cobalt Sabaton[RD] (Armorer Recipe)
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(装備レベル49) ※盾役向けの性能がさらに強化されたコバルトサバトン
(Gear level 49) *For tanks, enhanced cobalt sabaton with better stats

コバルトサバトン[RD] Cobalt Sabaton [RD]
├ コバルトサバトン × 1 Cobalt Sabaton x1
├ レッドカララント × 1 Red Colorant x 1
└ コバルトプレート × 1 Cobalt Plate x 1

≪消費触媒≫ Catalyst used
アースクリスタル × 3 Earth Crystal x 3

・パッチ1.19時点でのレシピ改修方針
Changes goal at patch 1.19

これまでのレシピに比べれば、これでも簡略化しすぎと言われるかもしれませんが、
マテリア化による装備アイテムの消費とマテリア装着のトライ&エラーを考えれば、
現時点では十分と判断しています。防具一式だとメイン6部位分、つまりx6のコストで全身になります。
これ以上複雑だと、ひとつの完成品を作るために時間がかかりすぎ、
結果的に供給が不足して、バトルでのアイテム入手とバランスが取れなくなると考えています。
また、バトル改修の中で、パラメータ1の差が、計算式上の比重が重くなるため、
こだわるプレイヤーは、装備部位のベース性能+装着マテリアを綿密に計算することになります。
これにより、これまで以上に広範囲のアイテムを量産する必要が出てくるため、
全体のバランスを考えると、妥当な落とし所と判断しています。
どのマテリアをどこにつけると、全体としてバランスが取れた一式になるのか、
そのため各部位に、それぞれ何を装備すべきなのか、指南していくのもクラフターの役割になります。
Compared to recipes up until now, you may say it is too simple but thinking of the trial and error making the equipment materialized and putting material on, so at this point decided this is enough. With full armor main being 6 parts, meaning x6 cost to make full.
If it's more complicated it will take too much time to make one completed item.
As a result thinking this will lower the supply and it will mess the balance with items obtained from battles. Also with battle changes 1 parameter different will be different in the calculation so for players who are particular, will make detailed calculation on base equipment stats + attached materia. By this it will require to mass produce wide range of items so thinking of balance as a whole, so in conclusion this is appropriate.
By putting what materia on which part, how will it make balance set as a whole, what to equip in each part, it will be crafters role to teach/coach.


・パッチ1.20以降のエンドレシピ追加
Post patch 1.20 including end recipe

さらにパッチ1.19を「基礎」と設定して、ここまでは「汎用クラフター向け」
(ある程度頑張れば、それなりの人数がクラフターとして活躍できる)として、
さらに上位のエンドレシピを追加していく予定です(マテリアクラフト実装後の状況を見て最終判断)。
バトルコンテンツは今後さらに拡充されていくため、当然ドロップアイテムも強力になっていきます。
クラフターメイドのアイテムは、マテリアクラフトとセットで強力化していかないと、
結果的にクラフターメイドのアイテムは「死んで」しまいます。
そこでより強力なパラメータを持つクラフターメイドのアイテムを追加し、
そのレシピは、上記例以上に「複数スキル要求」「レア素材要求」「複数中間素材要求」を
強く打ち出すことになります(現行レシピの最高難易度クラスを想定)。
それらは、素材を揃えること自体に、第三者の協力が必要だったり、
複数クラスでのレベリングを必要とされるものになります。つまり先鋭化です。
常にパッチでの最新レシピを追いかけ、素材の入手先を検討し、市場の動向を読んで、
アイテムを作っていくのが「クラフターとしての生き方」だと思っています。
Also as patch 1.19 as "base" the "all purpose crafter" (if you work hard to a point some amount of people can become a crafter); planning to add higher end recipe (final decision to be made after observing situation with materia craft implementation)
Battle contents will be expanded and drop items will be stronger. Crafter made items needs to be set with materia craft to improve or crafter made items will "die".
So by adding strong crafter made items with strong parameters, and the recipe will require multiple skill, rare items, multiple mid-materials. (With current recipe highest difficulty class)
By these, to obtain the material will require help from third party, or require multiple class. I believe the way of crafters living is to chase new recipes with patches, checking where to obtain the material, and reading the market and crafting the items.


・パッチ1.20以降予定のHQ製作改修
Planned for post 1.20 HQ crafting changes.

パッチ1.20以降、HQ品の製作改修を予定しています。
HQの品質が複数あり、その効果が非常にわかりにくい今の状況を修正するために、
HQはノーマル品(NQ)とHQ(ハイクオリティ品)の2つに集約させた上で、
しっかりNQとHQの性能差をつけることを検討しています。
更に、HQの製作工程を以下のように変更しようと考えています。
Post patch 1.20 planning to make changed to HQ
There are currently multiple HQ and it's hard to understand the effect so in order to change so there will be summarized to Normal Quality (NQ) and High Quality (HQ) and making sure to look at the stat difference between NQ and HQ.
Also for HQ thinking of changing to the following for crafting.


HQコバルトサバトン= HQ Cobalt Sabaton
├ HQコバルトプレート × 3 HQ Cobalt Plate x 3
├ HQコバルトリングズ × 1 HQ Cobalt Rings
├ HQボアレザー × 1 HQ Boar Leather
└ HQエレクトラムインゴット × 1 HQ Electrum Ingot

「最終完成品をHQ化する場合、その組み立てに必要なパーツすべてをHQで揃える」が基本。
完成品の最終工程は、これで確実にHQが製作できる仕組みです。
ただし、中間素材やベース素材のHQ化/HQ入手は確率に左右される仕組みを検討しているため、
中間素材までは「HQを揃えるための努力」がかなり必要になります。
その代り、最終工程は中間素材がHQであれば、100%HQが製作できることになります。
In general "Making final HQ need to obtain all the parts as HQ"
With this setup the end product after crafting this will result in HQ
But, looking into rate of obtaining/making HQ mid material or base material so it will require to strive to obtain the HQ mid-materials. But on the other hand if the mid-materials are HQ you will be able to craft HQ 100%


更に上位の製作レシピでは上で例に挙げた「コバルトサバトン」を中間素材として、
必要とするものが出てくることを想定しています。その場合、コバルトサバトンHQを中間素材として、
他のHQ中間素材と組み合わせ、更に上位完成品のHQを目指すということになります。
今後の拡張を考えると、この方がわかりやすく、チャレンジするポイントが明確化されるだろう、
と想定しています。
また「モンスタードロップでのみ手に入る素材」や「ギャザラーのみ入手できる素材」が
製作レシピに絡む場合、バトル入手/ギャザリング入手のHQ品は、明確に需要が発生することになります。
バトルとギャザラー、そしてクラフトがしっかり関係性を持ちますし、それこそ必要な素材を役割分担して
集めてくることも要求されることになります。
Also imagining for higher rank recipe the above mentioned "cobalt sabaton" will become the mid-material. In that case using Cobalt Sabaton HQ as mid-material along with other HQ mid-material to create higher rank HQ item. When thinking about future expansions this way is easier to understand, and the point of challenge is more clear. Also for recipes that has "materials obtainable only from monster drop" or "materials only obtainable from gatherer", the HQ material will require demand, so battle, gatherer and crafter will have relation, that will require demand to obtain those items.

・今後について
About the future

フィジカルレベルの廃止はクラフター/ギャザラーにも影響を及ぼします。
現状のパラメータは、半ば強引に各クラフター/ギャザラースキルに影響を与えるように設計されており、
イマイチ効果が認識されていなかったり、発揮できていないと認識しています。
これも、STR100以上の採掘師のみが掘れる素材、VIT125以上の採掘師のみが掘れる素材、
DEX115以上の甲冑師のみが作れるアーマーなど、R50以降先鋭化していくことを考えています。
(後追いの実装になるので、パラメータの振り直しはちゃんと検討します)
パラメータを振り直さなくても、装備するアイテムを「選ぶ」ことで、これをクリアすることもできます。
つまり、クラフターもギャザラーも「装備にこだわる」ことで、製作できるものがあったり、
入手できる素材がある、というように、同じクラスでも選択肢や細分化が可能になるという方針です。
もちろん、先鋭化クラスを実装するのも、ひとつの方法だと思います。
このアップデートの過程の中で、製作そのものの工程変更、採集そのものの工程変更も行います。
(これはまた別の機会に皆さんのご意見も聞かせて頂こうと思います)
Physical Level removal will affect crafter/gather also.
Currently the parameter only affect the cracter/gatherer skill (not too much) and couldn't feel much effect or couldn't feel any difference.
Thinking of miners who can obtain materials with STR100+ or Miners with VIT125 which can obtain certain materials, or armors which armorers with DEX115+ only can craft, sharpening past R50. (Will look into the parameter distribution carefully since it will be included later) By "choosing" the equipment to wear without distributing the parameters this can also be cleared. So the crafters and gatheres will be particular to the equipment to craft something or obtaining material. Goal is to be same class but being more specific, also thinking implementing specific class is another method also. With the course of this update it will change the progress of crafting, and gathering. (Planning to get everyone suggestion on this at another time)


長文になりましたが、1.19及び、1.19以降の修正方針と概要は以上になります。
It became long but 1.19 and post 1.19 changes goal and outline is as above



Quote:
連投ですが、アイテム枠と低ランク~中ランクの装備について。
Additional post but regarding item space and low-mid rank equipment.

「アイテム枠を増やせば」「無限にすれば」というご提案を頂いていますが、
常にアップデートにより増え続けるアイテム数をすべてキャラクタ単位に保存することは不可能です。
サーバストレージ(皆さんのキャラデータ保存領域)には費用上の限界がありますので、
物理的に不可能だとお考えください(数十万キャラクタxアイテム数xアイテム単体のbyte数=容量)。
増やすためにはHDDを増強し続けるしかありません。一般的にこれを解決するために倉庫課金が存在します。
We receive suggestions such as "Increase the inventory space" or "make it infinite" but it is impossible to save the information per character for item amount that gets increased with updates. There is a limit for server storage (for every ones character data section) so physically it's impossible. (few ten thousand character x item qty x each item's byte = space). To increase we have to keep on increasing the HDD and to resolve this the storage charge exists.

スタンドアローンのゲームでもセーブデータサイズは、アイテム数によって大きく増減するので、
やっぱり保存領域限界を元にアイテム数を決めていたり、アイテムそのものの仕様を決定しています。
Even with stand alone game the save data size will change with item quantity so thinking of saving limits deciding the number of items or changing the method of item itself is decided.

つまり膨大な中間素材を要求するレシピだらけでは、いずれ個人保存領域が不足し、
結果的に作りたいものがすぐ作れない(素材をキープしておけない)ことになります。
So making recipe requiring lots of mid-materials will make it where personal saving space gets limited and as result cannot make the item you want to make (can't keep the material)

また、低ランクの装備は、クラフターが成長過程で市場に投下すればよく、
上位クラフターがわざわざ下位ランクの装備を作る、というのは、第三者に直接依頼を受けない限り、
MMOではあまり見かけないシチュエーションです。
各クラスの成長がエンドコンテンツ型を目指して、初期から中盤まではサクサク上がるようになるため、
初期から中盤にかけての装備は、寿命が非常に短くなります。
消費者側は、寿命が短いものに、費用をかけようとは思わないため、低価格で取引されることになり、
上位クラフターが製作を行うメリットはどんどん無くなっていきます。
In a MMO you wont see much low rank gear being made by high rank crafters unless asked to make by the third party, or crafter putting it up on market while growing (exping). Each class will aim for end contents and to make it easy to raise from beginning to middle, the life span of the equipment is short. For people using expense wont spend too much on those with short life span and will sell for cheaper rate and will cause high rank crafter to lose merits in making those.

当然、初期から中盤まで、どんどん装備が変わっていく方が、プレイヤーもやる気が出ます。
だからドロップ品も、店売りも併用すべきと考えています。
逆に装備が手に入らず、いつまでもレベルに見合わない弱い装備を着ていては、
やる気も下がっていってしまいます。では、いっそ自分で作ろうか!と思っても、
まったく手が出せないくらい複雑なレシピでは、ギブアップするしかなくなります。
お恥ずかしい話、それがこれまでのFFXIVだったと認識していますので、上位に行くにつれ難易度が上がり、
エンドに到達すると更に複雑化し、先鋭化していく、というのが理想かなと。
(当り前の話ですみません)
Of course the gear that keeps on changing from beginning to middle will encourage the players also, so thinking the drop item should can be sold to store. In opposite making hard to obtain the gear, and equipping the same gear which doesn't match your level is demotivating. So thinking "I'll just make it myself!" doesn't work well with complicated recipe and end up giving up. Embarrassing to say it but that's how I believe FFXIV is up till now, so I imagine by gaining rank making it more difficult, and by the end making it more complex and making it more intense.
(sorry this is how it should be)

#2 Aug 23 2011 at 5:29 PM Rating: Good
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Cool. My room mates were concerned that it was going to be "dumbed down" too much (after seeing the single Hempen Doublet example).

I'll have to link them this information Smiley: thumbsup
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#3 Aug 23 2011 at 6:39 PM Rating: Decent
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It is being dumbed down. Electrum is no longer an alloy of gold and silver, as it ought to be, but mined directly as an ore. No more nuggets, I imagine also no more sand?

So many things to say, but they've already been said in other threads. This is just as dumbed down as the doublet example though, unfortunate. The attitude of these comments keeps me leaning in the direction I was before.
#4 Aug 23 2011 at 7:02 PM Rating: Good
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So they skip Nuggets entirely, what will happen to Accessories? Basically if everything are now made from Ingot, Accessories will be much much more costly to make (New recipe 1 Ingot = 4 Ore, while old recipe 4 Ore = 12 Nuggets = 2.5 Ingots, and most accessories are made with only 2 Nuggets so 4 Ores can make up to 6 Accessories). Why do I feel like each patch aims at nerfing Goldsmith (Silver Needle nerf hey), while they still haven't addressed the slot cost for Accessories.

Also, really loled at their comments about unable to increase storage capacity. Really, old MMOs made before FFXI has more inv storage...
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#5 Aug 23 2011 at 8:44 PM Rating: Excellent
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#6 Aug 23 2011 at 9:35 PM Rating: Good
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Quote:
Obviously, players will be more motivated if their gear changes frequently through the early and middle stages of the game. As such, dropped items and store bought items should be utilized in combination to support this approach. Conversely, if gear cannot be obtained and the player is using weak gear that does not match up with the player’s level, the player will lose motivation. The player can choose to create their own gear, but if the recipes are extremely complicated, the player will end up giving up.

This is embarrassing, but I believe this was the case with FFXIV up until now, so we would like to work on making the game more and more difficult and complex as you progress. (I’m sorry that this is so blatantly obvious.)


Quite frankly one of the best things I've read about the progress of this game in a long time. The paragraph preceding it is also interesting, but I'm having a hard time deciphering what exactly is being stated as far as coming changes. It reads to me more matter-of-fact ish than an outline for change:

Quote:
Also, low level gear can be dumped in the marketplace based on the crafter’s leveling progress. It is very uncommon for high level crafters to create low level gear unless they receive a specific request. Considering the development flow of each class, early and middle stages will be completed relatively quickly, so gear for early and middle stages will be very short lived. It makes no sense to pay a lot for short lived gear, so these items will be sold at very low prices, which results in even less reason for high-level crafters to create these items.
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#7 Aug 23 2011 at 9:48 PM Rating: Good
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Whales wrote:
Quote:
Obviously, players will be more motivated if their gear changes frequently through the early and middle stages of the game. As such, dropped items and store bought items should be utilized in combination to support this approach. Conversely, if gear cannot be obtained and the player is using weak gear that does not match up with the player’s level, the player will lose motivation. The player can choose to create their own gear, but if the recipes are extremely complicated, the player will end up giving up.

This is embarrassing, but I believe this was the case with FFXIV up until now, so we would like to work on making the game more and more difficult and complex as you progress. (I’m sorry that this is so blatantly obvious.)


Quite frankly one of the best things I've read about the progress of this game in a long time. The paragraph preceding it is also interesting, but I'm having a hard time deciphering what exactly is being stated as far as coming changes. It reads to me more matter-of-fact ish than an outline for change:

Quote:
Also, low level gear can be dumped in the marketplace based on the crafter’s leveling progress. It is very uncommon for high level crafters to create low level gear unless they receive a specific request. Considering the development flow of each class, early and middle stages will be completed relatively quickly, so gear for early and middle stages will be very short lived. It makes no sense to pay a lot for short lived gear, so these items will be sold at very low prices, which results in even less reason for high-level crafters to create these items.


Sounds like that's explaining some of the economic issues to show why they're changing things.

Those parts sound really good concerning the state of the economy and new players coming in. A lot of decent low level gear either doesn't get made at all or it's rare to find, making it more expensive. Meanwhile the market's flooded with mid to high level stuff.

They also have to deal with prices set up by people who have been around and enjoyed piling up gil when it was extremely easy to make. Now with less money coming from leves & such, new players have to really try to make gil to afford some of that stuff. Which is cool for rare, high level gear, but they shouldn't have to deal with that early on.
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#8 Aug 23 2011 at 10:07 PM Rating: Good
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TwistedOwl wrote:

Sounds like that's explaining some of the economic issues to show why they're changing things.

Those parts sound really good concerning the state of the economy and new players coming in. A lot of decent low level gear either doesn't get made at all or it's rare to find, making it more expensive. Meanwhile the market's flooded with mid to high level stuff.


Ah, thank you. That makes a lot more sense with that context. I've yet to reach beyond level 25 for any role, so my experience with the market in regards to high level stuff is lacking.
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#9 Aug 23 2011 at 10:27 PM Rating: Default
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The funny part is this isn't going to solve the problem of "no one makes low level gear." Certainly, for those enterprising individuals, it will be slightly easier to make extremely low level gear, that requires no more than Rank 10 to make. But anything after that, no dice, ranking up crafting is only going to be harder once these changes take full effect.

Those adventurers that do bother to make their own gear wont be making tons of extra to sell to others, and many simply don't want to craft. They're just as SOL as they used to be.

I would have preferred to see a more creative solution to this, incentivize low level crafters to make low level gear and sell it. Either through stimulus style sales breaks on those items, or even granting them experience for doing so.
#10 Aug 23 2011 at 10:39 PM Rating: Decent
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They are running out of HDD! Please donate now for more inventory space!

Not only subcrafting and treatise will be useless, Quality Boost Ability and Careful Synthesis Action will be rendered useless. You will need all HQ mats to make HQ item, in order to make HQ mats you will most likely need HQ base mats as well. At this rate, won't be long before they will be removing mini-games and add auto-craft/bulk-craft, and at the release of Xbox 720 version they will remove DoH/DoL and make it so companion will be gathering for you and retainer will be crafting for you. Nah I kid I kid.
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#11 Aug 23 2011 at 10:58 PM Rating: Excellent
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RamseySylph wrote:
Those adventurers that do bother to make their own gear wont be making tons of extra to sell to others, and many simply don't want to craft. They're just as SOL as they used to be.

Actually, quite the opposite with me. I make a point of crafting in bulk whenever I make gear for myself. Between sharing with LS members and selling the excess, I generally find it quite advantageous to make 6-10 Haubergeons instead of just one.
#12 Aug 24 2011 at 1:47 AM Rating: Decent
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I'm also disapointed at what it seems to be the way crafting will be in the future, by requiring HQ mats to make HQ result you are basically making a new recepy which requires the HQ mats. For me the most interesting thing in crafting is obtaining higher synth results from lower quality materials.

Quote:
We plan on sharpening this from Rank 50 on with the implementation of ingredients that can only be gathered by miners with STR 100+, ingredients that can only be gathered by miners with VIT 125+, armor that can only be created by armorers with DEX 115+


Quote:
Indications as to which attributes are most important to classes within the Discipline of the Land can be found in-game by closely examining the gathering-related abilities obtained via guild marks. Again, for those not willing to invest that sort of time, we have listed the relationships below.

Class ---- Attribute
Miner -----VIT, MND


Quote:
The effect of attributes on synthesis is limited. When attempting to craft a high-quality item, however, the likelihood of success increases as the attribute most closely associated with the tool being used rises. As the attributes associated with the main and off hand tools of each class are different, players may wish to give careful consideration to the class on which they wish to focus. A list showing the attributes related with the main and off hand tools of each class can be found below.

Class ---------- Related Attribute
----------------- Main Hand Tool -- Off Hand Tool
Armorer ----------- VIT -------------- STR


Above quotes taken from here.

Has there been any announcement (which I missed) changing the related stats in these two classes and probably the others? Am I missing something here?????

In regards to trying to resolve the lack of low end gear I think there is one simple thing that can be done to improve this... in my opinio the reason why crafters tend to only do higher rank gear is because of the materials (namelly crystals) that these synths share with higher rank gear. By changing the catalysts from r1-30 gear from Crystals to shards this would alow crafters to still keep the crystals for higher gear and not worry about wasting them on lower synths.
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#13 Aug 24 2011 at 2:15 AM Rating: Good
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Hugus wrote:
Has there been any announcement (which I missed) changing the related stats in these two classes and probably the others? Am I missing something here?????


Could be that they were just tossing out random examples there. Or that there will be some changes. Though that section is kinda interesting...
Quote:
Therefore, there will be items that can be created or ingredients that can be obtained through choosing the proper gear for crafters and gatherers. Different options and fragmentation will be possible within the same class. Of course implementing specialized classes would be another option.

Sounds like plans to create different specializations within the DoH/DoL classes as well, either through stat/gear builds or jobs?
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#14 Aug 24 2011 at 2:40 AM Rating: Good
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One of the examples I have though about would be the Farmer job for the Botonist class.

Basically instead of gathering wood, you would mainly look for Culinarian ingreedients using mainly the secondary tool. Something interesting would be the possible option of having leves/quests requesting you to tend the fields in the various new settlements across Eorzea providing you with both with SP/exp, usual mats from harvesting and maybe even fruits/nuts from logging.
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#15 Aug 24 2011 at 2:48 AM Rating: Good
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Yea that sounds kinda neat to me. Creating specialties within those classes and giving people a more specific focus & much needed identity with their characters rather than the generic everyone can do everything stuff we've had.
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