Final Fantasy XIV: Crafting and Gathering

With all of the systems getting rebuilt in A Realm Reborn, what do crafters and gatherers have to look forward to?

Conclusion

I've seen some games attempt the more in-depth crafting system. Vanguard made crafting a mini-game with random events crafters have to react to. Firefall and Star Wars Galaxies let you pick different materials for recipes to change the stats of the finished product. In each of those cases, however, they really have only a piece of the puzzle for making crafters feel like they're a full-fledged job and progression path. Gatherers had it even worse, since other than Firefall's Thumper events or WildStar's random events, gathering has been regulated to just right-clicking a vein/plant/etc. until depleted and moving on. From what I've played of FFXIV:ARR so far, it feels like they've actually made these two activities not only full-fledged paths of progression, but given them the ability and gear progression they've needed for players to be able to choose a crafting or a gathering class and not feel like they're only playing half of a game.

After a weekend jumping between Miner, Goldsmith and some dabbling in Alchemist, I'm looking forward to seeing what else FFXIV:ARR has to offer me as a crafter and gatherer. Now they just need to let me back in so I can see what recipes are on that next page.

Michael "Ragar" Branham

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Still only half way there...
# Jun 19 2013 at 11:55 AM Rating: Decent
I still feel that crafters and gatherers are missing out on a lot and that Yoshi doesn't respect them as much as the combat classes. Until DoH and/or DoL based FATE's and/or quests (outside of the run errands quest that any discipline can do and outside the the one every 5 levels guild quests) get implemented, I really won't be able to consider us to have fully fledged classes.

There are so many things we as crafters and gatherers can do to help the world around us (actually helping as crafters and gatherers, not as runners), yet we're only called upon incidentally or every 5 levels to fetch something we probably already have? I don't think that's quite right when the other classes get called upon for their speciality (combat based quests and FATE's) for almost the entirety of their levelling progression. Crafters and gatherers have to grind hard to get anywhere, whereas combatants get interesting storylines the whole way and Yoshi's already indicated he thinks the traditional repetitive grind is inferior to the quest grind.

Even if we only get one or two quests/FATE's per level with storylines where we have to make/gather things (and not just hand in second hand goods or things bought off the market), that would be a huge improvement. I love the stories and characters that the FF world is famous for and do not appreciate the fact that we're excluded from 99% of them because we don't want to pick up a weapon and pursue battle, when we can help in other ways.

I'm not saying let us save the world. I'm not saying to even give us as many quests as the combat classes get. I'm saying let us repair a boiler or roof at that outpost, let us help an NPC restock their wears, let us clear a massive fallen tree in the road, let us excavate a collapsed mine to rescue the NPC's within, and possibly open up new areas or services or other benefits for our troubles. Little things that only we can do but that have a positive impact on the NPC's and greater world around us.



Still only half way there...
# Aug 01 2013 at 8:25 PM Rating: Decent
mbncd wrote:
I still feel that crafters and gatherers are missing out on a lot and that Yoshi doesn't respect them as much as the combat classes. Until DoH and/or DoL based FATE's and/or quests (outside of the run errands quest that any discipline can do and outside the the one every 5 levels guild quests) get implemented, I really won't be able to consider us to have fully fledged classes.

There are so many things we as crafters and gatherers can do to help the world around us (actually helping as crafters and gatherers, not as runners), yet we're only called upon incidentally or every 5 levels to fetch something we probably already have? I don't think that's quite right when the other classes get called upon for their speciality (combat based quests and FATE's) for almost the entirety of their levelling progression. Crafters and gatherers have to grind hard to get anywhere, whereas combatants get interesting storylines the whole way and Yoshi's already indicated he thinks the traditional repetitive grind is inferior to the quest grind.

Even if we only get one or two quests/FATE's per level with storylines where we have to make/gather things (and not just hand in second hand goods or things bought off the market), that would be a huge improvement. I love the stories and characters that the FF world is famous for and do not appreciate the fact that we're excluded from 99% of them because we don't want to pick up a weapon and pursue battle, when we can help in other ways.

I'm not saying let us save the world. I'm not saying to even give us as many quests as the combat classes get. I'm saying let us repair a boiler or roof at that outpost, let us help an NPC restock their wears, let us clear a massive fallen tree in the road, let us excavate a collapsed mine to rescue the NPC's within, and possibly open up new areas or services or other benefits for our troubles. Little things that only we can do but that have a positive impact on the NPC's and greater world around us.






Very Well written article, and also a great response to it!

I would very much love to see DoH/DoL do things like what are mentioned above.. that would create an even more immersive experience for everyone and would only help this game show how awesome and fun it is!
Still only half way there...
# Jun 19 2013 at 11:28 PM Rating: Decent
*
197 posts
mbncd wrote:
I still feel that crafters and gatherers are missing out on a lot and that Yoshi doesn't respect them as much as the combat classes. Until DoH and/or DoL based FATE's and/or quests (outside of the run errands quest that any discipline can do and outside the the one every 5 levels guild quests) get implemented, I really won't be able to consider us to have fully fledged classes.

There are so many things we as crafters and gatherers can do to help the world around us (actually helping as crafters and gatherers, not as runners), yet we're only called upon incidentally or every 5 levels to fetch something we probably already have? I don't think that's quite right when the other classes get called upon for their speciality (combat based quests and FATE's) for almost the entirety of their levelling progression. Crafters and gatherers have to grind hard to get anywhere, whereas combatants get interesting storylines the whole way and Yoshi's already indicated he thinks the traditional repetitive grind is inferior to the quest grind.

Even if we only get one or two quests/FATE's per level with storylines where we have to make/gather things (and not just hand in second hand goods or things bought off the market), that would be a huge improvement. I love the stories and characters that the FF world is famous for and do not appreciate the fact that we're excluded from 99% of them because we don't want to pick up a weapon and pursue battle, when we can help in other ways.

I'm not saying let us save the world. I'm not saying to even give us as many quests as the combat classes get. I'm saying let us repair a boiler or roof at that outpost, let us help an NPC restock their wears, let us clear a massive fallen tree in the road, let us excavate a collapsed mine to rescue the NPC's within, and possibly open up new areas or services or other benefits for our troubles. Little things that only we can do but that have a positive impact on the NPC's and greater world around us.




Not being in beta, I can't comment on your conclusions. However, I would LOVE to see crafting/gathering FATEs - even as part of the "sequenced" ones. After the bandit raid on the outpost, the DoW/DoM can go off and recover those that were kidnapped. DoH can repair fortifications, NPC armours, potion supplies etc., & DoL can grab items from nearby to facilitate the process. Truly have EVERY discipline contribute to the "war effort," so to speak.

And for "extra access" areas - clear a fallen tree, get short (20-30 min) access to a "king's forest" type area that is normally off-limits to gathering. Excavate a collapsed mine, get mining rights to a sealed-off section of the mine for a short time. Bring the court alchemist ingredients for a recovery potion - you get free rein over his "private garden" for a small window.
Still only half way there...
# Jun 19 2013 at 12:29 PM Rating: Decent
*
154 posts
mbncd wrote:
I still feel that crafters and gatherers are missing out on a lot and that Yoshi doesn't respect them as much as the combat classes. Until DoH and/or DoL based FATE's and/or quests (outside of the run errands quest that any discipline can do and outside the the one every 5 levels guild quests) get implemented, I really won't be able to consider us to have fully fledged classes.

I'm not saying let us save the world. I'm not saying to even give us as many quests as the combat classes get. I'm saying let us repair a boiler or roof at that outpost, let us help an NPC restock their wears, let us clear a massive fallen tree in the road, let us excavate a collapsed mine to rescue the NPC's within, and possibly open up new areas or services or other benefits for our troubles. Little things that only we can do but that have a positive impact on the NPC's and greater world around us.



This. I agree 100%, and the ideas that you have should definitely be considered.
Makes me want to craft
# Jun 19 2013 at 9:27 AM Rating: Decent
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Now they just need to let me back in


Very nice read. I especially agree with this part, lol.
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