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  1. #1
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    as a person who recently leveled alot of his crafts and sub crafts and synergy to 100 /60 /60 /80 respectively i am extremely disappointed in the synergy system. Now Cloth craft and Goldsmith have great synths they can do and even make very good money. when in retrospect the amount of profitable synths for Smithing leather craft woodworking etc are next to none and the only synths making money are among some of the most difficult synths to do in the game.

    There is nothing "positive" about leveling a craft in final fantasy you spend millions of gil and at least a month of your time for what? some crafts cave some synths but its nothing like it was with the level 75 cap. No longer can you level a craft to 100 and feel accomplished now you level and its pointless since every synth that used to be worthwhile is useless now and all other synths are synergy.

    I know Se plans to add Dual 100 crafts and 100 synergy and crafts for both , but unless there is revisions made to basic crafts or even attractive crafts for just your BASIC crafter its going to remain something only a few do. Synergy wise there needs to be a small heal or buff to the furnace when doing the harder synths you cant expect a solo player to make these increasingly harder synths. Se really needs to stop punishing players and add some sense of accomplishment when you reach 100 or at least allow skill ups on synergy and the craft your doing .

    tldr , make normal crafts , my synergy synths for all crafts , stop punishing crafters and start rewarding them for there work.

    Prime Example : Grim Cuirass
    Elemental Balance: Resist Vs. Fire 70 Resist Vs. Wind 35 Resist Vs. Earth 35 Resist Vs. Light 20 Resist Vs. Dark 35

    Now the Fire 73 ok easy to do , takes about idk 30 secs to get fire that high
    Earth/Wind also not bad takes a bit to get them right and youll get some fire leaking along the way but over all ok
    Light/Dark you know this is hell on earth to do , it can take hours before light / dark line up.
    ive had a grim synth take anywhere from 10mins to 2 hours to make just because light / dark messed up thats unacceptable and this is with another 80 synergyist helping me. alone ive been unable to keep the furnace lights lined up feed the light fellwel needed to repair it back to full prevent all leaks and explosions and get light / dark aligned.
    (0)

  2. #2
    Player Creelo's Avatar
    Join Date
    Apr 2011
    Posts
    265
    Character
    Creelo
    World
    Sylph
    Main Class
    BRD Lv 99
    Personally, I'd rather the dev. team ditch working on Evolith and instead work on other content, whatever it may be.
    (1)

  3. #3
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    I feel really bad for Camate. Reading this has got to be like reading an endless research paper that states similar things over and over again- written by different people varying from retarded to brilliant.

    However in this labyrinth of opinion there are very good points and very good counter arguments, and I do hope that the development team gets some of the suggestions and considers them.
    (2)

  4. #4
    Player Inafking's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    298
    Character
    Kingofswords
    World
    Asura
    Main Class
    BLU Lv 99
    (0)
    The Original Blue Mage

  5. #5
    Player Aarahs's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    123
    Character
    Aarahs
    World
    Quetzalcoatl
    Main Class
    DRG Lv 99
    Replace synergy time limits with a point system that increases points based on skill level. This way success rate isn't dependent on connection speed. You can still make multiple people required since the action points run out. There would still be strategy/player skill as you would have to plan/adjust for overloading and such. And minimal tweaking of the menu would be needed as there would be no rush to hunt for an option.
    (0)

  6. #6
    Player Mightyg's Avatar
    Join Date
    Apr 2011
    Posts
    66
    Character
    Fredrico
    World
    Carbuncle
    Main Class
    PLD Lv 90
    I think just streamlining the synergy minigame into something a little more fun, maybe a cutscene event like some of the campaign ops would go a long way to getting people on board. Evolith should just go the way of the dodo, it's too complicated, too limited, and not rewarding enough. Augments should be significant, limited in stats by equipment slot, not job. and clear in how to obtain.
    (0)

  7. #7
    Player
    Join Date
    May 2011
    Posts
    462
    Bleh been unable to post for a few days even though ive been reading this thread all along >.<

    no further expantion on the hunt registry system, rare/ex preset evoliths, craftable evoliths, revamp of the slotting system/shapes, no more situational evoliths straight/static stat boosts (save for maybe hq'd crafted evoliths), make all gear etchable.

    either add an automaton attachment type system for acquired evoliths so you do not have to constantly reaquire evoliths when upgrading (would limit you to 1 evolith of each potency aka 1 str +3 +4 +5 ect) or make all evoliths over writable, this would make demand for certain evoliths and give people a reason to keep coming back to certain NM's though i think most would be against the second idea.

    anyways when i first heard they were adding the evolith system (i know im about to get flamed for this but /sigh) i was kind of excited because i thought we were getting an "enchantment" style system (yes i know yall hate it but wow... god forbid another game have a better way of doing things...) if you look at the way wow goes about it now its kinda evolith style, you can purchase premade enchantments off the AH and apply them to your gear.

    The point of all that i've said so far, they want to make synergy relevant, most of us have voiced our opinion that random augments is just about the last thing we want to see, yes the old evolith system was less then ideal, lets revamp it. we know this dev team knows a thing or two about how players gear their jobs, see af3+2 save for a few outlying pieces in each category have very applicable stats, id much rather the dev team make an evolith system even the haters could apreciate then waste time on another synergy based system, whether you like the synergy system or not they are moving in this direction with or without your input, i implore you to contribute vice just say evoliths sucks, no duh, thats the point of this thread in the first place.

    if you dont like the evolith system by all means please suggest a better way of going about augmenting gear, but if all you have to say is synergy sucks, evoliths sucks dont bother anymore your not even being constructive.
    (2)
    Last edited by Nala; 08-24-2011 at 07:28 AM.

  8. #8
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    I'm not a synergist.

    That being said, I always envisioned synergy system as one of not only augment but one of EVOLUTION. A pictured an item which could continually be built upon with bonuses(good stats). Not one of randomness and junk benefits. Specialize gear to specific families of creatures are lame. Adding -5secs on a 2nd timers is lame.

    The "good" ones were the time decreases,but gear already existed that had better returns.

    If you want to make synergy pop here a few things to do.

    On regular synergy item(ex apple pies) allow a greater chance at HQ returns.

    On "beast family" gear allow greater returns such as intimidation and "rolls".

    On timers, especially 2hr allow a instant return rather than keeping armor "on" and allow greater returns such as 30min increments. On recast timers allow greater returns approaching tier 3 or higher speed.

    Where are the "charged" items/gear. Having a piece that gives a regen IV~iiX effect is interesting. Create new tier charge items.

    Slots are lame. Create a system were armor lvls(increments of 10) can hold greater potency and can be "upgraded". For example, a lvl10 gear can only hold 1 "slot". A lvl99 can hold 9 "slots". Slots are considered upgrades. Max of 3 "types" of augments. Meaning a bonus of +9 to single augments, or +3 to 3 augments.

    Slots are the standards, and eliminate shapes and colors or whatever. The greater the slots and upgraded the harder to synergze. Each synergies items can only be attempted once per conquest(1 earth week).

    Create multi-effect augments tied to specific game styles. Example mages, mp conserve, fast cast, MaB etc.
    (0)

  9. #9
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    By the way lets bring back Aern Weapons (for ex: like the galatyn, machismo etc.) I would love to see a second tier for these types of weapons and would like too see a Aern scythe and shield added in too. I always considered these to be crafted relics, it would be my crafting dream for you guys to add a second tier of these that could complete with emyphean weapons. The Aern weapons set should have there own unique WS, maybe that could be installed in the form of powerful evoliths. I have no problem with the second tier of these weapons being very expensive or hard to make, but Aern weapons and maybe even Aern type armor can be the shining beacon on what crafting can do.
    (1)

  10. #10
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    Synergy menu problem
    Please if posible add a macro command set tto synergy, like many allready posted the npc menu with it's lag is a killer on anyone levling synergy.
    Sugestion macro command = /synergy "Feed Earth" <t>
    /synergy "Twack furnace" <t>
    /synergy "End Synergy" <t>

    although it may not fix all the connection problems related to lag it at least would allow crafters to have a pre made menu made into macro set for synergy, making the expirience a bit less painful and anoying.

    As an added bonus this would also allow those off us that have 2 acounts with crafts levled to synergize together without having to bother nonplayer friends and having to explain the whole synergy process.


    Evolith system problem
    I agrea with a lot here, that except from doing reapeted BCNM's that r caped against same family mob the restrictions on evoliths towards family was a bit much and ruined the greatnes that Evolith should have been.

    Personaly i wish the system might be reworked to a little less restricted version.
    Add evoliths in elementh types and non element.
    Example = Earth Evolith could have +vit +def or slow vs monsters, etc
    Fire Evolith could have +Str +Att +Double attack or status effects like Virus vs monster

    To add a layer to complexity, u could make the evoliths like the one's we have today Type oriented so some effects is possible for wepons only or body only and some would be max amount type on a agumentable type armour so there wont be gear would double/triple same stats agumented.

    Evolith Crafting through synergy
    Allow some evoliths to be crafted toghether for new variations using various crafts.
    The ability to combine some Evolith's farmed from monster hunts with some special materials from crafts to further boost the stat on the Evolith dropped or add an extra stat more pinpointed at what u want on ur gear.

    These could be a special type Evolith so they may be limited to 1 on each piece of gear or only on specific types of gear.

    Example = Base Fire Evolith from hunt has +5 attack , the synergy adds a Cluster of fire elemeth type + a crafted
    item that points the elementh power towards Double attack + some synergy bought item as to fuse it all
    into the Evolith.
    Result = new Fire Evolith with stats +5 attack +1% Double attack (HQ = +5 Attack +2% Double attack )

    Have some rare items for the craft be Special drop like items that boost multilple stats, like one that in example above would also add +str +Double attack or +Attack +Str, where the HQ always allows for a better result scaling up.

    Have some of the easier craft items be stuff that can improve curent stats on hunted/found Evolith's as well

    Example = Fire Evolith with stats +5 attack, synergy items Fire Cluster + Crafted item that boost existing stats of
    fire elemeth + some synergy bought item for the fuseion process,
    Result = +8 attack as NQ and Scaling with each level of HQ so HQ1 might be +10, HQ2 is +12 etc
    but the scale is based on base stat so if the base is higher the boost yields more for every HQ for higher
    level Gear/Evoliths
    Gear will determin if the etching gets full use of the evolith stat on a level basis so one cant get +35attack
    on a level 10 piece of gear ( example )


    Food Evolith
    Allow a special type Evolith to augement food, make these evolith's buyable from npc or drops from some BCnm's etc

    The food Evolith should have own types as well, but to avoid overpowering food items make it so if u augement a meat food with allready attack on it u get a difrent stat still relevant to a DD.

    Example = Yellow Curry has loads of +attack etc, Fire Food Evolith Grants one of these eeffects random Double attack
    +1% or Blaze Spikes or +50 Fire resist or EnFire1. (scaled effect on HQ or posibility of 2 effects at once)

    But try keep the randoms at a low nr of buffs posible so we dont got 20+ possible stats added making the craft to unpredictable and once more people wont use it cause of too low chance for good augement.
    3 -5 posibility's should be good.

    hopefully i didnt wear out ur poor moogle eye's
    (1)
    Last edited by Lastranger; 08-24-2011 at 09:10 PM. Reason: improving reading

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