Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
suggestions: guides for the crafting process
Professor Vines
Member
hello, one of the things that I like about ff14 and dislike about most other mmo's is the crafting and gathering system. I feel like most games leave you out in the cold when comes info about their systems. like there is a few gathering points but you don't know what to gather or where things are. I normally just give up on them or if I am really dedicated I go online to figure it out. if the systems are hard for me to figure out who has played various mmo's I can even imagine the annoyance for first time mmo players.
possible solutions: have a side quests if not full on quest lines to help you with your professions ( gathering, processing and crafting)
in game notebooks or manuals that are updated with gathering spots when you fid them, maybe something similar to a monster manual that will keep track of the materials a monster will drop.
these are just some of things that have been on my mind. other feel free to chime in if you can think of anything
possible solutions: have a side quests if not full on quest lines to help you with your professions ( gathering, processing and crafting)
in game notebooks or manuals that are updated with gathering spots when you fid them, maybe something similar to a monster manual that will keep track of the materials a monster will drop.
these are just some of things that have been on my mind. other feel free to chime in if you can think of anything
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Comments
Edit:
I found WoW's professions to be a good example of a system that is easy to learn. I don't remember how I learned about each profession, it feels like I've always known, but I like that you can see every item you can make with a crafting profession from the trainer. It makes the goal of the profession easy to learn, and it tells you all the ingredients you will need to level up the profession.
Another example which I hope to have work that way in the game is cooking and brewing. If my cherry tarts add +5 to the range of an archer and the next best cherry tarts on the server only add +2, ain't nobody gonna get my secret!
when I say I have a problem with crafting it is almost always with the gather phase as most games have an A+B=C logic. in most games I stumble into crafting rather than learning about as part of progression. normally the areas in need to go to are above my ability range if I find any info at all making it feel like an endgame only activity.
I normally stick to ff 14 now which by far the most enjoyable crafting system I have seen in a mmo. the last couple of systems I have tried before that was archage and guild wars two. though normally I will give it a game a chance but it proves to much of a headache I just settle for dropped loot.
My feeling is that players will create enough guides to satisfy anyone who is purposefully looking for information about their needed topic. The only case wherein it feels like the game publisher should be putting out their OWN guides are the point that certain milestones have been reached by players in-game, already - moreso for dungeons and raids than for crafting, though.
Still, it's an ethic SS has relayed in many interviews and videos that they're going to want us to largely explore and learn the game for ourselves. That said, I'd be perfectly fine with Intrepid publishing their own crafting guides, once so many players have hit this-or-that milestone in crafting (i.e. a complete guide on how to best refine wood into build-able timber, once 1 million units of refined timber have been produced by players).
It seems to me that what you may just have trouble with are games that dont allow for/make it easy to do everything yourself.
Archeage has an entire quest hub dedicated to crafting tutorials.