Ideas On Improving Craft System And Augmenting Ite

Language: JP EN DE FR
2010-09-08
New Items
6131 users online

You must be logged in to do that.

Forum » FFXI » Crafter's Crib » Ideas on Improving Craft System and Augmenting Ite
Ideas on Improving Craft System and Augmenting Ite
 Leviathan.Rihoko
Offline
Server: Leviathan
Game: FFXI
Posts: 127
By Leviathan.Rihoko 2010-09-07 19:06:28
Link | Quote | Reply
 
Hi,

I have some ideas about improving craft system. Basic idea is, adding a feature that lets you to get possible augment bonuses on items at the end of craft process. As we all know augmented items can not be sold on AH. However adding a feature that removes augment bonuses, and leave them with their base stats when you want to put them on AH, would solve this problem. This feature works similar as putting signed items on AH. On the other hand, that feature would also give people another chance to reassess their horribly augmented items from Fields of Valor or other activities.

Looking into crafting side, augment bonuses that crafted item may get will depend on item level and your skill level of that craft. Still there will be a percentage that item may get augments, but this percentage will increase even with greater bonuses, for instance when you craft a level 20 item with your 90 crafting skill. In addition, personally I would like to see craft results as not only HQ1, but also HQ2 and even HQ3, with lower chances of course. For higher level items augment bonuses should be adjusted for higher bonuses as we see on Trial of the Magians quest weapons in time being. Craft results may also open extra slots for evolith stones on items that can be used for item etching through synergy, and evolith stones can be adjusted for giving more meaningful and useful stats.

The main idea is turning current craft system into more useful and fun activity for players. Honestly, I don't want to feel restricted for doing Trial of the Magian quests for weapons and armor. I also want to see enjoyable alternatives for improving our characters. I believe more people will be interested in crafting if they see these adjustments on crafting system, and perhaps we may start talking about in game economy once again in future. Thank you for reading.
 Bismarck.Siggymund
Premium
Offline
Server: Bismarck
Game: FFXI
User: Sigmund
Posts: 95
By Bismarck.Siggymund 2010-09-07 19:24:43
Link | Quote | Reply
 
I think that augmented gear should have a quest to remove negative augments. Maybe, make it so that the quest is available once a per conquest tally. Then this would require a few of the mats to be traded along with a drop from a FoV NM that has around a 50% drop rate and is popped with the same amount of FoV points you used to pop the original mob. These items then could be traded to the NPC to remove the augment. Now that this would require a little extra work many of the NQ items would just still be dropped/sold to NPC's. Then the HQ items that people get negative augments would option to do the quest to remove the stats.
 Asura.Leyla
Offline
Server: Asura
Game: FFXI
User: leylaz
Posts: 110
By Asura.Leyla 2010-09-07 19:30:27
Link | Quote | Reply
 
Leyla likes this ^.^b
 Asura.Arkanethered
Offline
Server: Asura
Game: FFXI
Posts: 768
By Asura.Arkanethered 2010-09-07 19:31:30
Link | Quote | Reply
 
The simple solution to this would be to fix the etching / evolith system. Making it to where evolith were not so situational and being able to chose you slot shapes and elemental alignment would really make it a nice system. Oh and throw in being able to etch more than the less than 100 item long list of vanilla gear that we have available to us now.

But, evolith was part of SE's rapidfire testing of what eventually became magian trials... So I doubt we see evolith fixed in any way.
[+]
Log in to post.