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Gathering nodes are still spread out, and are also like that in Shadowbringers because they assume you do crafting last and and that point have flying unlocked.
in 1-50, i gathered and crafted everything to beyond max, before i even got the level 20 msq chocobo.
that freedom is removed in heavensward, and it feels like a really bad change in design.
crafting before doing msq allows you to craft your own best possible gear for your level. but in xpac, you basically have to just take quest rewards and buy the gear, because you're just unable to craft that gear at that time. i find this to be a completely unacceptable change in game design. not to mention that i makes most of the craftable items completely pointless once you are able to finally craft them. it makes no sense!
and that is not a good look on the game design.
You get handed coffers with free gear through the MSQ, and you get handed a full set of gear for your job quest as well. And you can buy gear with tomes as well. The only gear I crafted for myself while leveling been crafting and gathering gear tbh. Rest been just making stuff for leves and supply missions. Making HQ items and get double xp from such is a nice way to fast level your jobs.
Higher level materials/resources get harder to get by and require more effort. But that is just how it should be. Complain that crafting get restricted by the msq is silly, because not all areas is open to you before you progress through the msq, as it should be.
i don't need personal anecdotes that contribute nothing.
i don't need literal contradictions used against this.
- yes, there are alternatives for gear.
i chose to craft my own gear 1-50.
that was a choice - not a lack of understanding that i could get gear elsewhere.
this is an RPG. it was great 1-50, then design changed and it is a failure imo.
i do have ilvl 270 gear level 60 of every combat job. but that was boring compared to the fun i had gearing myself 1-50 - before raids at 50. yes. i got 130 gear, 255 gear, 270 gear. none of this changes anything. it has no weight in this topic.
- yes, i know how to get exp... ( in fact the HQ craft doesn't even have to succeed to get more exp, the exp is calculated by number of actions you take in the crafting process. in this regard, NQ and HQ give the exact same exp in crafting)
what sucks is that the crafting took such a massive backseat after level 50.
i think the design is a failure.
it reduces fun, reduces player agency/choice, and drastically reduces purpose of RPG mechanics (gathering/crafting)... in an RPG.
if i were to take a guess, it was done out of lack of attention/understanding.
https://imgur.com/a/mA8uKNB
I'm mainly just wondering how someone can have 16 hours free to play games every day for a whole month. That literally leaves 8 hours to sleep and not a minute more to do anything else, lol.
It would be weird to make an exception to crafters to fly or go to places undiscovered while fighting classes have to do the story to do so.
I found some of the vendor gear helped out but only at specific places. Like level 55 gear from a spoiler place helped out. But also there's systems that give good gear and exp to help the process once you sort of get going.
I struggled until I found these systems and got to make use of them. Only have one crafter not maxed out right now.
The hidden resources is weird. No idea why they did that but I find it annoying as well.
Having said that....the reason that you're experiencing trouble with crafting is probably because you don't have HW gear because once you get started on crafting that stuff HQ the ONLY thing that limits you is the MSQ and some of the abilities you get from HW make both gathering and crafting THAT much easier.