I'd like to be able to level all crafts to 100. Most players don't level any at all.
It would also allow Synergy to require more high level crafts without forcing you to drag 5 people to do Synergy.
...but more than anything I just want to be able to level more than one to 100. =P
/人 ◕ ‿‿ ◕ 人\
For now I have only one gripe with Synergy and that is menu lag. When I get 'explosion message' I have enough time to select 1 action before explosion occurs, if I chose remote/deserted area, I can do 2 actions at most. From what I understand, people living close to servers (Japan) are able to select up to about 4 actions? Also, jumping between all the menus is a bit cumbersome.
What I would propose: Make furnace operation possible through macros. There aren't really that many commands to be done (Feed Fewell x8 for each element, End Synergy, Thwack Furnace, Operate Pressure Valve, Operate Safety Lever, Repair Furnace, Recycle strewn fewell).
Why do I have to fight with menus and wait for menu reload after each action taken? I's the same as asking people to type in all battle comands through chatlog, etc. Macro it all already, please.
Anyone comment about not wanting another armour system that requires synergy to upgrade it by killing some what tricky NMs for a chance at a drop with a ~2% drop rate?
I also would love to see synergy being able to skill a base craft simultaneously, I haven't seen my gold skill up on it, or anything else... I do think that would be a nice touch to it.
I have the final form of Aegis, it has 40 Def Augments Shield bash V and Magic Damage Taken -45%... The ultimate form!
I really like the use of synergy to produce tatters and augment Sky and Abjuration equipment. For the first time, something seemed to fit the synergy system perfectly. I know several people who leveled synergy for this sole purpose. If Homam, Nashira, etc. equipment received similar augments through a similar system I think that would be perfect.
I really dislike expendable items, such as ammunition, only being produced through synergy. I understand the advantages of synergy in terms of making ammunition (or food), but synthesis should also be an option. This would allow players to choose between quality (Synergy) or ease of use (Synthesis). I live in fear that new food will be added with synergy-only recipes.
Also, you have my condolences, Camate. I can't imagine having to read "BLARGARGARGH! I HAET SINERGI I WANT 2 MAEK TROUSERS USING SINTHISES!" four hundred times and possibly tally every one.
Look what you've done! You've made Camate sad face!!!
Sig by Kingfury!
(jobs in order) SMN90, BST90, WHM90, BLM90, DNC90, THF 90
I think synergy should become a part of the process of leveling synthesis professions. This way you have items that are easy to mass produce and good for skilling up the various professions as well as the synergy skill simultaneously.
Gear augmentation should be completely separate from this process as far as skill requirements, and past evolith gear should be converted so the new system can overwrite them.
I welcome new abjuration gear assuming the systems they're tied to are practical. And I'd like to see their stats comparable to other high level sets.
I really enjoyed the idea of being able to have different colored gear, though implementation of the evolith gear made them prettymuch useless right out of the gate. Would love to see the inclusion of color choice in gear as something the end buyer has control over, and not what the initial crafter happened to include. Color should be able to be changed at any time without losing the equipments current augments.
Assuming the new augment system is implemented, I'd like to see all new gear, crafted, looted, upgraded to be able to take advantage of the static system. This way you can obtain the gear you prefer, and still be able to customize it's stats to your own liking.
Last edited by Mightyg; 08-23-2011 at 05:48 AM.
I agree with what Mightyg says about being able to skill up synthesis professions at the same time as synergy.
However, regarding gear augmentation, I had an idea I wanted to throw out there.
I think it would be cool for us to be able to use Soul Plates in the synergy process to be able to augment the listed Feral Skill onto our gear. You know those Soul Plates, used in the now dead Pankration (at least no one I know on Fenrir does it), also used for farming Zeni for ZNMs in Aht Urhghan areas, and the same plates used in various quests. I figure this would put a lot of those otherwise deemed "useless" Soul Plates to very good use.
Here's an example of a Soul Plate I pulled off wiki.
http://wiki.ffxiclopedia.org/wiki/Attack_(Feral_Skill)
Lets say I got this Soul Plate, and I had a weapon.....lets use a Gleaming Spear for an example. It's got base DMG of 73 with 396 Delay. Of course since it doesn't have any additional stats on top of it, nearly all of the player base would deem this pretty useless. However, with synergy, I can add the Feral Skill from the Soul Plate onto the Gleaming Spear as an augment. The new Gleaming Spear would read: DMG: 73, Delay: 396, Attack +15%
This link shows a complete list of Feral Skills that can be found on Soul Plates http://wiki.ffxiclopedia.org/wiki/Feral_Skills_Chart
The difficulty level (i.e. Skill Level) in synergizizing the Feral Skill onto a weapon or piece of armor should be based on the amount of Feral Points the Feral Skill is worth, which is listed on each soul plate.
Camate, other GMs and Devs, and everyone please feel free to leave any feedback. But not people from Asura, and Thieves. Too much Q_Q from you guys. (I kid)
Last edited by Siviard; 08-23-2011 at 06:35 AM.
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