Workshop Reflections As My Time In FF14 Stretches Onward

After four weeks of updates and tracking and filling out my tables and monitoring inventory, my latest workshop project in Final Fantasy 14 has concluded. I spent hours making the items over the weekend and now they’re up for sale, to be replaced as they’re bought out, in an effort to maintain a stock level rather than just craft a random assortment of things. I’m hopeful that this will all go according to my plan (the market is pretty low on available housing exterior options at the moment, so I was putting the only item up for a lot of them and could name my price), both in terms of how much all this stuff sells for an how much easier it will be to maintain a stock level than try to predict what is going to sell at any given time. It required an immense amount of up-front work, between adminstering the project and participating in it, but we managed to reach the end with only one miss-delivered item and my record-keeping made it easier to figure out what went wrong than to fix it (and fixing it was very easy). If I’d gotten more participants, I think it would have gone faster, but that would have also meant the work I did would have been more concentrated than it was and it was already enough to make me so tired that I am considering dropping the workshop stuff entirely. After all, the main people doing it don’t need more money and I’ve got my own means of earning money, so this just seems like a waste of time and effort sometimes. Less so if my pricing scheme works out (establishing a more controlled price across the board for some of these housing things rather than playing the “set the price lower than any current listing” thing most people seem to do), but I’m not super confident that it will. It’s worth a try, just like this entire project has been, but I’m not sure there’s much of an end-point to this other than me just quitting or turning it all into personal work rather than work for my Free Company.

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Keeping My Nose To The Grindstone In FF14

It is still a metaphor, even in Final Fantasy 14, though perhaps a more true one than usual given how much of the crafting I’ve been doing in this game actually involves my character using a grindstone. Unfortunately for me, the actual heavy work for the crafting workshop I’ve been running these past two weeks has been the day-to-day administration of it. There’s a lot of stuff moving around, a lot of things to be tracked, and so very much that needs to be stored for eventual use that it is a significant undertaking if one of the other players participating in the workshop submits a few claims and then the items from the claims in quick succession. Which one of the players, an officer in the FC, has been doing. She has so very much time to work on this stuff that it has become a regular occurrence that, despite my efforts to put systems in place to prevent this from happening, I am getting quite burned out on it. I mean, I set this up with a ten-claim limit, with restrictions on the high-value items to one-per-ten-claim-set, to hopefully force people to pace themselves so I’m not constantly updating this set of tables and worksheets, but I also set it up so that people were supposed to be claiming on resource per set of things being produced as “one claim” and the first person to take work didn’t do that, so no one else has either, which is why this has taken so long. I’m not terribly surprised that the spirit of the whole thing got missed in the rush to get the financial gain side of things. But I persevere because this will put the workshop in a good spot so I can just do maintenance crafting projects in the future rather than have to spend time each week planning what to craft (and hoping that this isn’t the week that those things turn unpopular).

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Digital Spring Cleaning

In attempt to count the bad weather we’re having in the days leading up to the start of Spring (which has already begun by the time you’re reading this), I decided to stop putting off a significant task I’ve been ignoring for months and clear out my digital inventories in Final Fantasy 14. Over the course of the last year or so, I’ve accumulated a lot of junk that I thought would eventually be useful. Some of that wound up being true, and some of it wound up being incredibly false. It has been a real grab-bag, having all of that junk around, and while it was certainly helpful sometimes to just have the stuff I needed for whatever weird little thing I wanted to do or make, I’ve recently reached the point where I need to instute actual inventory management as I start having more and more stuff I need to sort into discrete collections that the game doesn’t recognize. So, rather than have to pick through a bunch of different inventories, I’ve reworked how much is kept where, what stuff is kept for future projects, what is kept from workshops, and what is kept around for my various “money makers.” It’s not a terribly complex system, but it’s one that works without needing a lot of management. Unforunately, that comes at the cost of actually needing to follow through on all of my “I’ll save this for crafting at a future date” promises so I can actually use some of these incredibly rare resources for their intended purposes rather than just throw them out so they stop cluttering up my virtual pockets.

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Stepping Up The Workshop

As things have slowly settled and I’ve begun to adjust my expectations and workloads, I’ve decided to do a bit of stepping up my Final Fantasy 14 workshop. I finally reached my personal goal of having nine figures of in-game currency on my main character and while I’m absolutely not going to stop (I do still need to pick out a new goal now, though), I am shifting my focus a little bit. I’m going to try to put together a larger work call than usual in order to get some stuff on the market so we have fewer gaps in our offerings. It will be a lot to manage, I think, but it’ll be worth it in the end since I’m going to make a few adjustments to my rules this time around. There won’t be any radical shifts, mind you, and I’m going to be maintaining my limits on how much individuals can claim to limit how much the wealthier people in the group get, but I’ll probably wind up dropping it sooner rather than later given how some of those high-value materials are genuinely difficult to get in a reasonable time frame and only the more experience players in the group can probably acquire them quickly or easily (or just buy them outright since they have the financial stability to take the short-term hit in order to get the long-term gain). Regardless, this will be mutliple times more materials than I usually handle, so there’s going to be a bit more work required to get everything accounted for and handled.

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My Workshop Is Working Too Well

It is done. After a solid week of pretty much constant effort in my free time, I’ve finished creating the document required to run a workshop in my Free Company in Final Fantasy 14. A lot of the basics were handled by the FC leader, in his previous iteration fo this workshop, but I’ve diversified the portfolio a bit, reworked some things, and adapted it to fit my needs and interests. It has been out in the world for two days now, as I’m writing this (and we’re rapidly approaching the deadline I set for people to let me know they’d read it before I go actively tagging the folks who’d answered my poll near the start of last month), and not only are people already sending me stuff to buy, but I’ve decided against my initial idea to hold off on starting a project until Sunday and put up a couple projects for everyone to get involved with right away. This way I get to try things out, everyone will get a little money at the very least, and I can see how much interest there is. I mean, it won’t be a perfect example of that because I’m trying to turn these things around in just a couple days and most people probably won’t want to stress out for a chunk of change, but it should give me an idea. And, if nothing else, it has spurred a bunch of conversation, gotten me some feedback about how to improve things, and taught me a lot about how to manage these things going forward. I like to learn by doing and boy howdy am I doing these days…

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There’s Always More Work To Do For Fun

Getting a workshop, even a digital one, off the ground is a lot of work. Even if I’ve got a spreadsheet I’ve inherited from my Final Fantasy 14 Free Company leader, getting it updated and ready to be used after most of it hasn’t been updated since 2024 is a pretty significant undertaking. Adding on to it the way I want to (and have been) in order to support other kinds of projects and an “I will buy this from you” list for my own purposes is an even larger undertaking. I’ve spent at least a few hours a day on it for five days straight and I’m sure that I’ll eventually be adding more to it tonight, once I settle down to “game,” since gaming these days is seventy-five percent idle crafting while I work on this spreadsheet, twenty-percent doing my daily grind for levels, four percent doing weekly reset work, and one percent doing things that are fun. I miss doing fun stuff and I can’t wait to get back to it once I have this spreadsheet updated, a project-management process in place, and all of my new projects humming along. It’s going to be difficult to manage at first since I don’t have the kind of in-game money needed to support the more proactive of my fellow players, but if I keep it up and have picked the right items to make and sell, then I should be able to translate all this effort into even more money. We’ll have to see if it actually works out, though. I might wind up losing a bunch of money and needing to shut down all parts of the workshop other than the group-contribution efforts, or just not making the money fast enough to keep up with the influx of materials (since I can only make things so quickly and can’t flood the market with them if I want to keep prices up). Only time will tell.

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