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50+ Gear CalculatorFollow

#1 Feb 03 2014 at 9:46 PM Rating: Excellent
This calculator includes all the gear post Patch 2.1 and can be set for any job. Great for determining your own BiS combination!

http://www.ariyala.com/ffxiv/gear.html

If you had every piece of gear available, which would you actually use? Check the bottom for the total stats you would get for any given combination.

This has been a great tool for determining what to spend Myth on. Check the side of the table for what dungeon, primal or vendor the gear comes from. I'm using this to avoid buying Myth gear for slots where I could get a T1 or T2 drop that would be an upgrade right away.

Hope you find this as useful as I have!

Edited, Feb 4th 2014 1:18pm by Gnu
#2 Feb 04 2014 at 10:13 AM Rating: Decent
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Awsume...
Does anyone one know what stats cap at? or is there no cap?
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#3 Feb 04 2014 at 10:47 AM Rating: Decent
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Nashred wrote:
Awsume...
Does anyone one know what stats cap at? or is there no cap?


Stat caps for gear is based on ilvl

There is currently no known stat caps for characters. The only thing considered a cap is some stats are tiered and so you may need more of a stat than is currently possible to reach a new tier. Some stats work like this, while some are linear in progression.
#4 Feb 04 2014 at 10:57 AM Rating: Excellent
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That is pretty nice right there.
#5 Feb 04 2014 at 11:24 AM Rating: Excellent
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This is really great because now I can figure out what order to go in.

It's also really bad because based on what I have today, I need to save up for pants and body lol
#6 Feb 04 2014 at 11:57 AM Rating: Decent
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Shame, website it blocked by work firewall, i guess ill look when i get home.
#7 Feb 04 2014 at 12:26 PM Rating: Good
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Thanks for the link!

And slightly off topic, but are really NONE of the top 5 BiS items for any slot craftable? You need HQ results just to hit slot 5? That's depressing... I'll need to fight with myself whether or not I think it's worth leveling the crafts now, while it's cheap, in hopes that changes, or to just do something more productive.

[EDIT]

Also, can you ADD materia slots to dropped gear? Because I notice none of the dropped items have them.

Edited, Feb 4th 2014 1:27pm by idiggory
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#8 Feb 04 2014 at 12:29 PM Rating: Excellent
idiggory, King of Bards wrote:
Thanks for the link!

And slightly off topic, but are really NONE of the top 5 BiS items for any slot craftable? You need HQ results just to hit slot 5? That's depressing... I'll need to fight with myself whether or not I think it's worth leveling the crafts now, while it's cheap, in hopes that changes, or to just do something more productive.

[EDIT]

Also, can you ADD materia slots to dropped gear? Because I notice none of the dropped items have them.

Edited, Feb 4th 2014 1:27pm by idiggory


The most useful craftable gear that I actually see worn at endgame are the Astral accessories for BLM's and WHM's trying to stock up on HP and Accuracy for T5.
#9 Feb 04 2014 at 12:30 PM Rating: Good
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idiggory, King of Bards wrote:
Thanks for the link!

And slightly off topic, but are really NONE of the top 5 BiS items for any slot craftable? You need HQ results just to hit slot 5? That's depressing... I'll need to fight with myself whether or not I think it's worth leveling the crafts now, while it's cheap, in hopes that changes, or to just do something more productive.

[EDIT]

Also, can you ADD materia slots to dropped gear? Because I notice none of the dropped items have them.

Edited, Feb 4th 2014 1:27pm by idiggory


By design, and per Yoshi, the best gear will only be dropped. There are new recipes coming with 2.2, but nobody knows what they are.

At this time ONLY crafted gear has slots for materia.
#10 Feb 04 2014 at 12:38 PM Rating: Good
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Smiley: frownSmiley: frownSmiley: frown

Well that's depressing. One thing I loved about FFXIV was the idea of it being content driven to the core, including gathering/professions. Why bother with crafting if you can only make entry-level gear? This might just be my wrong impressions, but it seems like the rate gil is produced isn't high enough compared to its use rate for gear to actually to inflate to prices where it is both worthwhile to reach that level of crafting skill AND be a desirable purchase for a new 50 looking to bypass some endgame hurdles...

I really hope they do something else with it, if they want gear to be all drops. (I personally would have preferred some pieces at least have mixed sources - drops OR crafting).

Housing will obviously be nice, particularly for something like Woodworking. But I feel like we'll really need more cosmetic options to make it worthwhile... Maybe they can add some purely-cosmetic recipes as new armor skins, to help people customize their look, but they'll need the drops for the stats?

Oh well, I guess I'll just hold off on leveling a DoH right now. Or I'll just do cooking or woodworking.
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#11 Feb 04 2014 at 12:45 PM Rating: Good
It's only entry level battle gear. DoL and DoH AF gear is crafted, for example.

What I'm hoping they provide is the Abjuration system used in XI, where you have to combine a rare dungeon drop with a NQ or HQ rare crafted item to make a wearable piece of gear. That system produced some of the best gear in FFXI for many years, and made some crafters very rich in the process.
#12 Feb 04 2014 at 1:00 PM Rating: Excellent
From what the Live Letter implies, they are looking at making the DoH more relevant by adding crafted vanity slot items that people will want. This may not be exactly what crafters want, but I'm thinking it will be effective to a certain point.
#13 Feb 04 2014 at 1:15 PM Rating: Excellent
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Yeah, but getting better DoH skills to get better DoH gear to get better DoH skills to get... is just sort of an insane system. Smiley: lol

I mean, sure, that's just the basic framework of a linear progression system. But normally, it's slightly less bare bones. Better gear augments your performance in an arena, which gets you better gear, repeat ad nauseum.

So, hey, maybe the answer is crafting-based content. I'm 100% okay with that.

Actually, that could be... fun. And they could integrate it with the cosmetic systems. Like, maybe you put together a group of 4 DoH level 50s. And then you can choose a various mission type (think duties), or pick a random one.

Then you'll have 90 minutes to figure out how to fulfill the challenge according to the client's specifications, using the skills you have. Maybe that involves building the items for and arranging their dining room. Maybe it means harvesting specific materials and crafting a suit of armor to meet their needs. It can use a combination of player-known recipes (particularly for turning duty-harvested mats into the materials for the recipes), and recipes unique to the duty?

Could be fun.
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#14 Feb 04 2014 at 1:30 PM Rating: Good
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I think that the "best" gear will always be dropped.

The crafted gear seems to be a "shortcut" to be able to run the last/most difficult raid.

Right now, the highest crafted gear that we have is ilevel 70. it's easily considered as the low minimum to be able to run the highest end-game (ilevel 90, bahamut coil)

Highest ilevel can be acquired by running the highest end-game (cap on number of time it can be run) or slowly farming mytho (cap on that as well)

Right now we have
ilevel 55-60: Given to you free / dropped in dungeon / crafted (Militia gear)
ilevel 70:easily farmed with philo or craftable set (vanya, darksteel, astral accessories, etc)
ilevel 80-90: Dropped from end-game raid (the highest available) / slow farming with mythos

At 2.2, my guest is that it will be

ilevel 55-60: Given to you free / dropped in dungeon / crafted (Militia gear)
ilevel 70: farmed with philo or craftable set (vanya, darksteel, astral accessories, etc)
ilevel 80-90: Dropped from raid / easily farming with mythos (no more cap) / new craftable set
ilevel 100?: Dropped from new end-game raid / slow farming with new currency

So you get your new job to 50 and want to use it in the new end-game content with your static. You don't have time to farm philo for it to be able to do bahamut coil 1-5 so it's ready to go into new raid (turn 6-10)? Then you can buy a set of craftable gear ilevel 90 and be instantly ready.

The more the game is gonna advance, with the highest ilevel getting higher and higher, the more player are gonna buy crafted set to catch-up faster with the end-game group.

It's not a bad system imho. Older, richer player are gonna be able to bring their 2nd and + job to end-game faster, and if the economy isn't down the drain at that point, newer player won't have the money to buy this gear and will either have to farm/craft for it, or do all the previous tier in step (philo/mytho farming, BC 1-5, etc)

Edited, Feb 4th 2014 2:31pm by Pryssant
#15 Feb 04 2014 at 1:43 PM Rating: Good
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I think the real problem with that layout is that there's a serious lack of motivation for the crafting side of the equation.

Why someone might buy ilvl 70 gear, sure. But is there good reason to produce it? That's a LOT of time spent and commitment for what doesn't seem to be a whole lot of profit. And while I'm sure there are plenty of players who would enjoy crafting for its own sake, I don't think there would be a ton.

But people probably aren't running around with massive bank accounts, willing to drop a ton of gil on a set of gear that's going to be replaced almost instantly. Not if they already have level 50 jobs they can be easily farming that gear for, pretty easily. I mean, if you're accessing ilvl 90 content, I'm guessing it wouldn't be so hard to get a FC group together to gear up your new job? That's what guilds always did in WoW with new toons, and that was a case of a fully new job, not someone who could actually contribute to the fights.

To the best of my knowledge, drops aren't based around classes, right? And you can earn the marks on whatever job you have.

So we have a compound problem for pricing. The demand is there for a convenience factor, but the wallets aren't really large enough to treat this like a luxury good. So now we have items that take a TON of effort to produce, that cost a decent amount to make (in gil or time), but aren't really producing a ton of revenue. And you can't push the price too high, because if you do, people will just farm content instead.

I don't think crafting as a jumping point to endgame will work in this case. Not unless they implement mechanics that bind drops to your class. If Ifrit HM will ONLY provide your bow if you're fighting him as a Bard, sure. But if you can get that bow by fighting him as an ilvl 90 Glad? Maybe not.

Obviously this depends on probability. If you aren't running with friends, it's left to chance that you'll get the piece you want (first that there's no one who can need it, then that you win the greed roll). But for people in endgame FCs - the people who are most likely to need access to gear for upper level content - it seems like this is a much better route.
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#16 Feb 04 2014 at 2:13 PM Rating: Excellent
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Thayos paraphrased what I said in another post, but I'll put it in here again. I've always looked at crafting as a way to -save- money. I'm levelling a MNK with LNC/DRG cross class skills and I haven't paid more than a couple hundred gil in raw materials for a total of 60 levels between the two. And if I wasn't so lazy, and materials so cheap, I could have harvested it all too.

As far as making gil is concerned, I made most all of it from materia....which you get from spirit bonding gear....which you can make for free by having crafting classes levelled. It takes me 43 minutes to bond a whole set of level 50 felt gear and electrum jewelry. The last time I sold what I converted it made me about 110k. I kinda stopped bothering with the MB a few weeks ago because, to be honest, I don't need money for anything. What I do make, I drop in the FC bank for the housing fund.

There are other guaranteed money makers out there. You just have to look for them.

As far as crafting for good 'end game' gear is concerned, it did take a hit when DR came out. But, much of the i70 stuff is as good as, if not better than, DL gear if you slot it with good materia, which as I said before I get largely for free. I've been in my Vanya robe, which I have triple melded with crit materia since I dinged 50 a couple months ago. I don't have any problem keeping up or surpassing folks in i80 or i90 stuff either.

#17 Feb 04 2014 at 2:44 PM Rating: Default
idiggory, King of Bards wrote:
I think the real problem with that layout is that there's a serious lack of motivation for the crafting side of the equation.

Why someone might buy ilvl 70 gear, sure. But is there good reason to produce it? That's a LOT of time spent and commitment for what doesn't seem to be a whole lot of profit. And while I'm sure there are plenty of players who would enjoy crafting for its own sake, I don't think there would be a ton.

But people probably aren't running around with massive bank accounts, willing to drop a ton of gil on a set of gear that's going to be replaced almost instantly. Not if they already have level 50 jobs they can be easily farming that gear for, pretty easily. I mean, if you're accessing ilvl 90 content, I'm guessing it wouldn't be so hard to get a FC group together to gear up your new job? That's what guilds always did in WoW with new toons, and that was a case of a fully new job, not someone who could actually contribute to the fights.


I'm not sure what "whole lot of profit" means here. The price will stabilize at the point where the sellers are getting enough profit to justify producing the items and buyers feel the price is low enough to justify the purchase.

Of course as an individual our preferences differ, but I don't see how we wouldn't arrive in a situation where there are sellers and buyers who are getting what they want out of the system.

Since ilvl80+ gear output is very limited I don't see how the ilvl70 gear is going to be replaced almost instantly. The game has very obvious hard caps on the gear acquisition above the ilvl of the crafting sets. The gear will be replaced, yes, but not instantly. Slowly, over-time sounds more likely.

And if being capped in ilvl70 stuff (or the equivalent crafted ilvl of the 2.2 patch) will help people beat the content where they can collect ilvl80+ gear faster, there is a clear incentive to skip the initial grind for the NPC equivalent gear.

Just my take on the situation. As a personal opinion I agree with the devs that nobody should be able to get the best items just because they can invest more time in the game than others (accumulate gil). Regardless of what people feel about the current challenge ceiling, that is the standard set by the devs for who deserves a shot at the best stuff and who doesn't. You don't get to skip these challenges just because you managed to make a ton of money.

Edited, Feb 4th 2014 11:46pm by Hyanmen
#18 Feb 04 2014 at 5:33 PM Rating: Good
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Quote:
I'm not sure what "whole lot of profit" means here. The price will stabilize at the point where the sellers are getting enough profit to justify producing the items and buyers feel the price is low enough to justify the purchase.


I can't agree with you here, simply because it's contrary to my experience with every MMO in which craftable items were relatively unimportant - little more than gateway gear.

FFXI countered this partly by making crafted items, by far, the norm, and partly by making items across the spectrum of levels really important. You WANTED the Republic Knuckles, or the Scorpion Harness, etc. And you'd farm and pay a premium for premium gear.

But in every single MMO I've played, the "gateway" gear was never particularly valuable, because it was ALWAYS a super temporary placeholder. It just never made sense to spend so much capital investing in gear you're actively expecting to be replaced right away. Not when other alternatives existed.

WoW eventually countered this in two ways. For one, they gave each profession a buffing mechanism, that would allow them to create a trade good that was the exclusive route to a stat buff. Blacksmithing, for instance, could sell special items that could affix a "socket" to... belts, iirc. These sockets were for gems (think materia), and you could put them on your BiS item to make it even better. And they could make gear for one or two slots that actually was, or was nearly, BiS.

But the "this will let you get into the content quick" set has never been a moneymaker in games I've played unless there's an EXTREME time investment it lets you bypass, and there's no other route to gearing (like in WoW, if you made a new toon).

But that's not the case in FFXIV. You can farm seals quite easily on your first 50, even before you start leveling later jobs, and you can use that 50 to farm gear drops for your later classes fairly easily (particularly if you're leveling that job for FC purposes).
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#19 Feb 04 2014 at 11:41 PM Rating: Good
idiggory, King of Bards wrote:
Quote:
I'm not sure what "whole lot of profit" means here. The price will stabilize at the point where the sellers are getting enough profit to justify producing the items and buyers feel the price is low enough to justify the purchase.


I can't agree with you here, simply because it's contrary to my experience with every MMO in which craftable items were relatively unimportant - little more than gateway gear.

But in every single MMO I've played, the "gateway" gear was never particularly valuable, because it was ALWAYS a super temporary placeholder. It just never made sense to spend so much capital investing in gear you're actively expecting to be replaced right away. Not when other alternatives existed.


You will have to help me understand your point, because in the end there are sellers and buyers making transactions on these items multiple times a day. If either party felt that this process "was not worth it" then we would see that kind of phenomenon take place, no? Simply said what you are stating is contrary to my experiences in the game.

When you say that this kind of "gateway" sets are not "moneymakers" it leaves me wondering. You will be making profit off of creating these sets, otherwise there would be no one selling them. Once the sets come out initially they will be more valuable because the seals may not be incredibly easy to come by and either way in the end buying the set will always be faster than grinding seals/tomes for the same set (if you've got the capital).

Lastly when the gear will be replaced slowly over-time within 3 to 6 months post-patch I wouldn't say the gear is replaced "right away". But I already mentioned this in my last post so...
#20 Feb 05 2014 at 7:39 AM Rating: Excellent
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It's more complicated than that - you can't set your scope at individual transactions.

For one, there's the motivation aspect. How willing are people to level those crafts up to 50, if that's the only tangible reward it will get them? If demand for endgame items is low, what affect does that have on the profitability of the DoFs?

For instance, Heavy Darksteel Armor is selling on the marketboard on Ultros for 37,950. The history suggests the rate these sell is rather low (1-2 a day seems most common, with some outliers of none for periods, or more for a day, etc.) There's 7 on the market.

That's a really unhealthy number. Supply is WAY above demand, so these are priced to move. And then we need to consider the impact on the DoF professions. Because there's low demand for the product, there's even lower demand for the raw materials, as players become more likely to harvest their own mats to try and reinforce the revenue stream (conversely, when significant profit potential exists, players become more likely to craft from market-bought materials, which is VERY good for the economy).

So now we have a picture where there's not a ton of profit potential for the DoH professions. Sure, their stuff sells, but it sells slowly, for way less than they want, and it requires a LOT of investment. I mean, the HQ Darksteel Heavy Armor might sell, but the normal quality failures? That's factored into the cost of production. And they need to invest a lot of time, or gil, in getting the gear to GET the HQ quality. And if they're harvesting their own mats, they need to spend the time to get HQ versions to GET the HQ version of the armor... etc.

A HEALTHY economy involves different people doing these tasks and moving the product up the chain to an appropriate selling price where there is both high demand AND profit for each of the people involved.

The problem is that there just isn't demand. It's quite low. And when you consider the cost of the HQ mats relative to the success rates of production and the cost of the items being sold, it's VERY low.

And this is made even worse for DoH professions, because even though their mats are already selling for far less than they should be (particularly the normal quality ones), that price is only going to drop as demand continues to drop.

It's a really problematic system. And what makes it worse is that this exact scenario has played itself out multiple times in other MMOs. I'd have hoped, with SE's new approach to professions, they'd have taken the steps needed to not create that lack of demand at the top.
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#21 Feb 05 2014 at 7:47 AM Rating: Good
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Nashred wrote:
Awsume...
Does anyone one know what stats cap at? or is there no cap?


Right now, and possibly in the future since they're using a rating system similiar to WoW and other MMOs, there are no caps. Accuracy has a 'soft' cap in that beyond a certain point for whatever content you're doing it's not possible to land hits more often than 100% so any more is wasted, but nothing's got a hard cap.

Edited, Feb 5th 2014 8:48am by Viertel
#22 Feb 05 2014 at 8:14 AM Rating: Good
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This seems like a solid place to ask this... Does anyone have a link to how stats work for FFXIV? Say, something that discusses accuracy for casters and such? Because I don't think I've ever missed a spell, so I'm assuming it works differently for casters than melee with regards to level differences and such.

I've also always liked napkin TCing, so I wouldn't mind being able to look at the breakdowns of stat systems.

[EDIT]

NVM, FFXIVGuild looks to have the info I want.

Edited, Feb 5th 2014 9:19am by idiggory
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#23 Feb 05 2014 at 12:46 PM Rating: Excellent
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idiggory, King of Bards wrote:
This seems like a solid place to ask this... Does anyone have a link to how stats work for FFXIV? Say, something that discusses accuracy for casters and such? Because I don't think I've ever missed a spell, so I'm assuming it works differently for casters than melee with regards to level differences and such.

I've also always liked napkin TCing, so I wouldn't mind being able to look at the breakdowns of stat systems.

[EDIT]

NVM, FFXIVGuild looks to have the info I want.

Edited, Feb 5th 2014 9:19am by idiggory


Go into twintania as a black mage with less than 435 accuracy and you will miss, guaranteed.
#24 Feb 05 2014 at 12:57 PM Rating: Decent
idiggory, King of Bards wrote:
It's more complicated than that - you can't set your scope at individual transactions.

For one, there's the motivation aspect. How willing are people to level those crafts up to 50, if that's the only tangible reward it will get them? If demand for endgame items is low, what affect does that have on the profitability of the DoFs?

For instance, Heavy Darksteel Armor is selling on the marketboard on Ultros for 37,950. The history suggests the rate these sell is rather low (1-2 a day seems most common, with some outliers of none for periods, or more for a day, etc.) There's 7 on the market.

That's a really unhealthy number. Supply is WAY above demand, so these are priced to move. And then we need to consider the impact on the DoF professions. Because there's low demand for the product, there's even lower demand for the raw materials, as players become more likely to harvest their own mats to try and reinforce the revenue stream (conversely, when significant profit potential exists, players become more likely to craft from market-bought materials, which is VERY good for the economy).


While accurate you are picking a lull-period as a metric of the economy's health. As Yoshida touched upon in the latest live letter the game's economy is going to revitalize on set intervals, with the devs injecting more life to it. There was a lot of profit to be made on these items back in 2.0, and the same will happen in 2.2. In-between the economy will slow down little by little but that's a given.

The game is set up in a way that SE needs to be revitalizing the economy for it to function, and that's what they are doing. Either way, when you create more demand at the top you inevitably create other, more detrimental issues to the game as a whole. The devs are not willing to ruin the rest of the game by providing to the economy and I don't disagree with that decision.
#25 Feb 05 2014 at 1:47 PM Rating: Good
Thing is, some of us enjoy crafting for the sake of crafting. A lot of us will get all the DoH jobs to 50 simply for the title. I'm not doing it to make money at this point - I've found my moneymaker and I don't need any more DoH jobs except for the simple pride of having them.
#26 Feb 05 2014 at 2:08 PM Rating: Excellent
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While accurate you are picking a lull-period as a metric of the economy's health. As Yoshida touched upon in the latest live letter the game's economy is going to revitalize on set intervals, with the devs injecting more life to it. There was a lot of profit to be made on these items back in 2.0, and the same will happen in 2.2. In-between the economy will slow down little by little but that's a given.

The game is set up in a way that SE needs to be revitalizing the economy for it to function, and that's what they are doing. Either way, when you create more demand at the top you inevitably create other, more detrimental issues to the game as a whole. The devs are not willing to ruin the rest of the game by providing to the economy and I don't disagree with that decision.


Over two months of sales in the history tab isn't really a lull period. That's a solid market trend by RL standards, and a VERY solid market trend by MMO standards.

And, frankly, if you're not willing to create an in-game economy, don't create an in-game economy. It's that simple. If you think economies are problematic for your design, then actually embrace your design. Don't create a whole line of professions, turn them into jobs like classes, etc., and then just turn around and say "Oh, but that's it." That's not cool, and it's bad design.

What they're doing is using a system where they arbitrarily create content by dangling a carrot for you to chase that leads nowhere. When you are doing PVE content, and you get better gear, it's for the purposes of doing better and reaching higher difficulty content. The experience is the reward. If it was JUST a gear race, no one would bother.

Right now, crafting is just a gear race. You have to craft to create stronger crafting gear needed to create stronger crafting gear needed to create stronger crafting gear... and then that's it. There's nothing else there. You aren't getting any content. Sure, few games do well at providing content (EVE is the only one that comes to mind). But most games are pretty frank about what the crafting system is. It's not much of a time hog to get it up to cap, and then it's used for a few very specific purposes, and then that's it.

FFXIV took a route where they turned the actual process of leveling a craft into content, and then you just hit a big ravine. That's just not cool. It's really, really bad design.

Quote:
Thing is, some of us enjoy crafting for the sake of crafting.


That's fair, but it's not something I'll ever accept as a compelling argument for a mainstream design feature in a game. Random little minigame that didn't take much development effort, and was put in just for the random people who would like it, sure. But NEVER a main design component.

Because there will always be random people who like a system. Any system. And I think that's great. I think it's awesome that they can enjoy it.

But when it's a feature built into the game with a relatively significant amount of development time and energy, and then it's not delivering a solid experience to even a solid minority of the gaming population, I'm not going to pretend like that's anything other than a serious issue.

Frankly, crafting is one of the features they were very actively marketing from early on in FFXIV's history, before they even upped that marketing for ARR. And it's just not acceptable for there to be a false promise of content.
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