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Crafting "Adjustment"Follow

#1 Aug 22 2013 at 11:05 AM Rating: Excellent
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Noticed a thread on the forums

http://forum.square-enix.com/ffxiv/threads/63718-NA-Regarding-the-Adjustment-of-Several-Crafting-Recipes-%28Aug.-22%29

Sounds like they are "increasing"? the amount of rare items needed to craft, to stretch out level 50 crafting.
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#2 Aug 22 2013 at 11:08 AM Rating: Decent
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Nice, for the same reason as gathering, making gathering/crafting too easy is a bad idea so i'm all for making it hard mode =D
#3 Aug 22 2013 at 11:14 AM Rating: Good
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I'd have to get my crafting maxxed to truly comment, however, as I understand it, the recipes are difficult enough to pull off and they are not as good (or a sideways upgrade) as dungeon drops. It also seems like it is connected to when they lowered the xp given by gathering jobs to lower the amount of materials being sold, which in turned meant people had to obviously collect more to level, which floods the market with more crafting materials than I guess they wanted.

Edited, Aug 22nd 2013 1:15pm by PyrielDD
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#4 Aug 22 2013 at 1:33 PM Rating: Good
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I don't know how level 50 dungeon gear looks, but HQ crafted gear looks to be slightly better than the equivalent dungeon gear. The stats are the same by the looks of it but HQ gear has sockets on it. Level 15 dungeon gear didn't have sockets.
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#5 Aug 22 2013 at 1:35 PM Rating: Default
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Perfectly content with them making crafting extremely difficult and expensive.

Especially since you can do all crafts on one char.
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#6 Aug 22 2013 at 1:37 PM Rating: Decent
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Buffylvr wrote:
Perfectly content with them making crafting extremely difficult and expensive.

Especially since you can do all crafts on one char.


Agreed. It seems like just about the only thing int he game where it seems noticeable when you put in a ton of time to work at it. Not everyone is going to want to bother with crafting, and I'm glad.
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#7 Aug 22 2013 at 1:38 PM Rating: Excellent
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Buffylvr wrote:
Perfectly content with them making crafting extremely difficult and expensive.

Especially since you can do all crafts on one char.


No thanks. Reminds me too much of FFXI's crafting system and how god awful it was. I don't mind if it's difficult at 50, but costing a lot and being difficult the whole way sounds like an awful grindfest to me. Make it fun and rewarding to level, and challenging to master and I'll be very happy. Cost shouldn't even really be much of a factor until you're at 50 going for HQ's imo.
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#8 Aug 22 2013 at 1:43 PM Rating: Default
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Well, I have all crafts 100+ and two crafts 110.

I liked FFXI's crafting system, so yah, I'm okay with it. Make it harder, not easier.
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#9 Aug 22 2013 at 1:59 PM Rating: Excellent
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Buffylvr wrote:
Well, I have all crafts 100+ and two crafts 110.

I liked FFXI's crafting system, so yah, I'm okay with it. Make it harder, not easier.


Make it more enjoyable to level, harder at the cap. 1.0 was hard to level. It took forever and half the time it was a crapshoot whether or not you'd even complete a synth. It was awful, and part of the reason so many people bot-crafted before they made it significantly easier.
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#10 Aug 22 2013 at 2:07 PM Rating: Excellent
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I don't mind it being hard or expensive, as long as it is worth it. If people can get better gear and get it easier from a dungeon for free it kinda makes the expensive tedious crafting pointless. As long as the gear crafted is competitive making it hard to make is fine.


Edited, Aug 22nd 2013 4:15pm by PyrielDD
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#11 Aug 22 2013 at 2:15 PM Rating: Good
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We need more logs added to extreme modes? Smiley: glare
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#12 Aug 22 2013 at 2:31 PM Rating: Excellent
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never a need to make any craft extremely hard nor extremely expensive. Decently difficult ..absolutely, but dont revert to xi mistakes.

(unless the gear is extremely better then anything else to account for the extreme costs and difficulty..which it never is.)


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#13 Aug 22 2013 at 2:53 PM Rating: Excellent
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I'm fine with higher level recipes being expensive and/or difficult. It's not like FFXI where you absolutely have to do a crafting recipe higher than your level to get skill ups. You can slowly grind DoH exp just making intermediate materials from lower level recipes.
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#14 Aug 22 2013 at 5:13 PM Rating: Good
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DamienSScott wrote:
I don't know how level 50 dungeon gear looks, but HQ crafted gear looks to be slightly better than the equivalent dungeon gear. The stats are the same by the looks of it but HQ gear has sockets on it. Level 15 dungeon gear didn't have sockets.


Not really, the class weapons used to be stronger than Ifrit.

Now class weapon is Item lvl 55, Ifrit is 60, Moogle and Garuda is 70. There is a major gap between the two, not even HQ + multi meld can close it. Then don't forget about Bahamut weapon/Relic Weapon +1 (these are shown in database and there were talks of upgrading your Relic).
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#15 Aug 22 2013 at 6:29 PM Rating: Decent
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Certain aspects of FFXI's crafting system need overhaul, and FFXIV has some of those. The recently introduced ability to mass-craft a bunch of synths is one of them. I never played WoW, but I think WoW had this? I don't mind making a bunch of (insert item) to sell, but the monotony of doing it over and over was mind-numbing.

I also wouldn't mind some hard-to-obtain recipe methods? Not sure what I'm asking for here, but something along the lines of a recipe that can't be made until you learn the recipe - the recipe is a learn-able drop from a high-level fight for instance.

Things that I hope get replicated in FFXIV was the sub-synths market. It was a reliable method of making money. Money high level crafters wouldn't want to spend an hour making copper ingots or w/e. But if you were a lower-level crafter or were willing to grind, you could make reliable, although unspectacular money doing those types of synths.

I just don't want crafting to be super simple. I REALLY enjoyed crafting in ffxi and hope that it is something I like in FFXIV as well.

Unfortunately I never played another MMO, so I don't have anything else to compare to. Since they are altering FFXIV so much from FFXI, I'm sure they will alter crafting a lot too. I just hope it isn't so different I don't enjoy it at all.
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#16 Aug 22 2013 at 6:38 PM Rating: Good
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XI did have the ability to mass crank certain recipes, but it required a KI from the guild which had to be purchased with guild points, and a consumable tool which helped you save on crystals but did not necessarily cost any less.
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#17 Aug 22 2013 at 7:37 PM Rating: Decent
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FilthMcNasty wrote:
We need more logs added to extreme modes? Smiley: glare


Use Kings Yield or alternate skills to increase gathering capability.
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#18 Aug 22 2013 at 7:39 PM Rating: Good
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HallieXIV wrote:
FilthMcNasty wrote:
We need more logs added to extreme modes? Smiley: glare

Use Kings Yield or alternate skills to increase gathering capability.

Is that what was happening in Voidwatch?
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#19 Aug 22 2013 at 8:35 PM Rating: Good
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svlyons wrote:
HallieXIV wrote:
FilthMcNasty wrote:
We need more logs added to extreme modes? Smiley: glare

Use Kings Yield or alternate skills to increase gathering capability.

Is that what was happening in Voidwatch?


First up, in order to be able to see the new gathering point at all there is a particular skill you have to activate.

Even when activated the gathering points for each of the rare items only pop at certain times of the day - high level gatherers have already charted the times that the pop happen for each item and so we know where you have to be and when. I also believe that you need to have gathering stats of a certain level to be able to see the nodes (unconfirmed as I have pretty high stats with good materia). You will also need sufficient GP to be able to use these skills.

So, rare pop - then activate skill to see rare nodes (if you have sufficient GP), then get to the node and activate skills that either double (or triple) items obtained by gathering (again - requiring GP), or activate skills that increase the number of gathering attempts you can have.

It seems (again unconfirmed) that you can only gather at the high level points 3 times before they all disappear again and you have to wait til the next day (Eorzea time). once you have gathered from a point, it disappears and does not repop in the way that lower level gather points do.

All of the above is based on my level 50 gathering with my legacy character. None of it is certain as I did not do much but certainly was my experience. I stand to be corrected if anyone did more gathering than me in beta 4.


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#20 Aug 22 2013 at 11:41 PM Rating: Good
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HallieXIV wrote:
svlyons wrote:
Is that what was happening in Voidwatch?


Lots of stuff


My comment was meant as a joke...
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#21 Aug 23 2013 at 12:05 AM Rating: Good
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svlyons wrote:
HallieXIV wrote:
svlyons wrote:
Is that what was happening in Voidwatch?


Lots of stuff


My comment was meant as a joke...


Sorry - I'm just dumb and not paying attention today.
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