"This is the first of (hopefully) a series of guest posts! Introducing Ark with a topic that I have no clue about... crafting! -Ascy"
Wheee! Let's Get Started!
The Bismarck! Limsa Lominsa's finest restaurant and home of the Culinarian Guild! |
What is Crafting?
The desire to immerse ourselves in the world of Hydaelyn can be engaged in a number of ways: we alter the appearance of our character into something meaningful that we connect with, we learn of the world's lore and take part in their unfolding stories, and we fight with foes in grandiose battles. Another way we interact with Hydaelyn is crafting: Not only could I wear a brilliant set of armor, but I could have made it too!
In terms of gameplay, it attempts to give us options other than fighting, and provides a relaxing alternative where we can gather resources and convert them into items we can use. Whether we use those items for ourselves, give to our friends or sell to other players in our community, the items we make will always bear our name!
The lovely Ascy showing us some fancy needlework. |
Which Discipline of Hand is Right For Me?
The current list of crafters is as follows:
Culinarian – Food...
-La Noscea, Limsa Lominsa Upper Decks, Charlys
-La Noscea, Limsa Lominsa Upper Decks, Charlys
It's really jumping here in Ul'dah! Always welcome at the Weaver Guild! |
Which Discipline of Land is Right For Me?
The current list of gatherers is as follows:
Fisher – Fish?
+La Noscea, Limsa Lominsa Lower Decks, unnamed
+La Noscea, Limsa Lominsa Lower Decks, unnamed
Pick up armor and blacksmithing at the same time here in Limsa's Upper Decks! |
These are just the primary functions I have noticed from the disciplines and they probably not some other things they can craft that I'm unaware of at the moment. Disciplines are really easy to find as none are hidden; just pull up the map and you'll see where all the guilds are in town, but I decided to include links to them just in case.
When Can I start?!
Can't wait to start mining! There's gold in dem der hills! |
Understanding the UI
Here we see the crystal tab of the inventory box. |
What a High Quality craft looks like when in your items. |
"C" – Character sheet and Gear Set List
"N" – Brings up your profession log
"I" – Brings up inventory and displays your crystal count
What Does Clothing Even Do?
Initially clothing isn't necessary... and nobody mourned over that. |
Control – Lowers the chance of failing an action
Craftsmanship – Raises the value of successful actions
Typically, your main hand item seems to give larger bonuses to your profession. |
Gathering – Lows the chance of failing a gather
Perception – Raises the chance of procuring high quality materials
Showing some of the early hybrid bonus gear. Fair enough for early levels. |
Creating Our First Item!
The game does a fair enough job of easing the player into crafting and the first quest is usually a matter of equipping your newly given tool, buying the materials from a vendor inside the guild, and making an item. While it tells you to access the crafting menu through the personal logs section, I found it easier to learn the hotkey for it and use it often because if you intend to craft, you're going to be seeing that menu -- all the time.
One of the very first Carpenter quests. Measure twice, cut once! |
There's Only One Button?
If there was a word to
describe crafting in this game it would be 'accessible'. All the
disciplines start off with an extraordinarily simple quest and
explicit dialogue on how to finish it, and you only start with a
single action: make. Still, let's tackle this as though everything
was skipped and we've become lost.
Learn to love it. Going to see this menu in your dreams (Hotkey: N) |
Bring up our profession log
(Hotkey: N) will show our current class' list of items that can be
made; clicking on each item reveals the difficulty, durability,
crystals required and components required. What is important to note
on the first craft is the components required: these will be
purchased at the respective guild's supplier NPC – who tends to
stand inside the guild, often next to the receptionist.
The very first action that all crafts share. |
Once the materials are
acquired, it is time to make the item! Bring up the log, select the
item, and choose 'synthesis' in the bottom corner. This brings up the
actual creation process: in this case it will be an item with 40
durability, which means that there will be four chances to complete
the item – each action will take 10 durability off the item and
when it reaches zero durability the item fails. For the first craft,
our basic synthesis has an incredibly high success rate, so failure
is unlikely.
Here we see 10 points on a 9 point item; instant success on our first item! |
Now that the item is
complete we can turn it in to our guildmaster and finish the quest!
While finishing a crafting log isn't necessary, it does give that warm, fuzzy feeling inside. |
Attacking Nature!!
If crafting is accessible,
then gathering is even more so! I found that it took longer to level
but it was likely designed to be more recreational – even though we
know we're just going to blitz the profession and try leveling it as
quickly as possible. I found that gathering became interesting only
in the later levels when there were more aggressive monsters in the
field that would prevent you from trying to harvest, but that is for
a different post. For now, let's start from the very beginning in a
distant land called Eorzea.
While Ascy loves nature, today nature fears Ascy! Make like a tree and scram! |
Our first quest is to
deliver a small quantity of items and like the crafting professions,
the dialogue will explain where they can be gathered from – as a
side note, I believe the gathering log in the menus will also tell
you where you have previously gathered, or where you can find, an
item once harvested. So let's head on out to our first area!
The gold icons show gathering points on the mini-map, but not on the regular map. |
You will notice that, once
again, there is only one action we can perform: an ability that shows
us harvest locations. The mini-map shows these gathering locations
and usually if you harvest a group of 2~3, you'll find that they will
have refreshed around the time you get the last one; so if you so
desired, you could perform this loop to level – however boring that
might be. If you are in the right area, you should find the item you
need once you have interacted with the harvest point and all you have
to do is click the item you want harvested.
Chaining might not seem like very much EXP, but it adds up over time. |
Later on we acquire
abilities that raise our gathering rate, making it easier to chain
our gather and get more EXP, which is useful if you plan on grinding. They work exceptionally well on unknown gather points -- these appear starting at level 10 harvests, but once you successfully harvest them, they become like any other item in your list and have a higher chance of being gathered.
Quite frustrating the first time when you miss an unknown gather 8 times in a row. |
Our buff is applied and one gather has become 100% ! |
Closing Thoughts
What I really wanted to see was how
fishing would work! Such a disappointing thing to start in Limsa with
no Arcanist or Fishing ready! I really wanted to know how it was
going to fit in on crafting; whether it would provide fish for
culinarian, crystals for any craft in general, maybe find some rusted
boots to synthesize into new items – who knows?!
Won't you tell me your name at least, Miss Mi'qote? |
I will say that the initial start of
crafting is fairly boring because of how simplistic it is – which,
don't get me wrong, is probably a good thing for many people who are
afraid to jump into crafting, and it is probably the desire of the
Square team to make it so friendly in the beginning. Later on,
however, I noticed that there were a lot more options and it became
more fun and interesting; especially gathering since level 15 and
below rarely ran into aggressive monsters.
It should be a lot of fun picking which
professions to use my leves on, what crafts to start first, and which
I should finish later, but for now I'm pleasantly surprised with
XIV's crafting – since XI seemed like a nightmare in my memories.
Let's get fired up for crafting!! YARgghghghGHGHGH! |
I hope you all check out the crafting!
Thanks for reading!
4 comments:
Woooo~ I have a crafting mule now!!! Oh wait... Ascy's blog... so Ascy's mule...
I kid. I kid. Very well written Ark. I like how you get into gathering as well, since I find crafting benefits from it. I've run out lightning crystals while leveling my weaving many times. My solution: switch to mining and head out to Thanalan to mine some. I go out with the main intention of getting more crystals, and get xp on my mining as a bonus. And although I haven't done much repairing, the same concept can be applied to Dark Matter, used for repairing gear.
I think it's weaving for robes. The weaving guild should be in Gridania
And ya, Ark got passed around a bunch of times. Now he's self-aware and crafting on his own
@Vanh
Yeah, for serious crafting sessions, you need a serious amount of crystals, and some of them are a little funny in how you get them -- aka ice crystals from early botany to make iron armor on armorer D: I think that repairing is an interesting topic that a lot of people, including myself, are confused about; so I will likely do a post on that next -- for science!
@Cao
Conjurer? Probably weaver (Ul'dah) and yeah, carpenter (Gridania). If you want to pair that with a specific gathering class, then it should be botany for the lumber and I think cotton/textiles at later levels. Another utility option would be culinarian (Limsa) for its early access of cooking, which doesn't have a level cap -- so you could use some very powerful food while leveling alts :3
@Ascy
Passed around a bunch? D:
Handle me with care~ ;_;
It certainly looks a lot better than XI and an improvement over 1.0. I did kind of like the method of gathering in 1.0 more, where you had to hit the harvest point in the right "area" via a little "power meter" sort of thing, but I'm also kinda glad they got rid of that as well.
I think I would now rate XIV's crafting as second best of all MMOs I've tried. Best still goes to EQ2 as their crafting system seems to draw you into it the most and still requires the most attention to successfully craft an item while not becoming overly difficult or stupidly random like XI. EQ2 crafting is also similar to combat, in a way, except your enemy and ally is the same thing... the item you're attempting to make.
In a way, this system looks very similar to EQ2, but since I haven't tried the 2.0 crafting since alpha, I still have to give EQ2 my number 1 slot.
For those wondering; in EQ2, you craft at a crafting table for the craft you're working with (blacksmith table for armor/weapons, loom for clothing, workbench for carpentry, etc.) While you're at the table, you kind of go into a crafting class (this is automatic unlike XIV where you have to switch your weapon). To keep it a little simpler, they set it up so that the regular attributes affect your crafting; so while a warrior could still make ability scrolls, they will fail a lot more than a mage will at it since they have lest int/mnd (mnd is actually wisdom in EQ2). To do the actual crafting, you initiate the crafting phase and it will start production on the item. If the item is trivial to you (ie, your skill is way higher than necessary) you COULD just let it sit there and the "auto-attack" of crafting would likely result in a success. For more difficult items (ones that actually still give you crafting exp) you have to pay more attention. At random times during your crafting there will be random "anomalies" in your item that you have to counter. You use special abilities to counter these and successful counters will either prevent damage to the item, or even provide a boost. An example would be something like "minor flavor loss" anomaly on a cooking recipe is countered by the "Add spices" ability. Even more rare is when you catch special anomalies which provide an insight buff. This basically makes the otherwise challenging items fairly easy for a short while as your character has a "moment of clarity" in that craft.
Anyway, the abilities used to counter the anomalies also provide a boost to durability, progress, or quality (even when not countering an anomaly) depending on the ability, but use it at the wrong time and you could actually hurt yourself (yes, you CAN die from crafting in EQ2, lol... though, it is extremely rare). Use the wrong ability when an anomaly shows up and it's the wrong one to counter the anomaly and you just got a hot puff of steam in your face! Just like taking the top off something too soon in real life.
Anyway, I still think EQ2 is a hard one to beat for the actual crafting; but XIV definitely has the best gathering I've seen. Great post Ark! Now I just wish the beta was still active so I could go gathering/crafting!
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