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  1. #31
    Player Kushman's Avatar
    Join Date
    Mar 2011
    Posts
    5
    Character
    Kushman
    World
    Valefor
    Main Class
    DRK Lv 90
    I do not have a fraction of posts as some of you so I am unsure of how serious this one will be taken but I have a few thoughts against some complaints about the synergy system.

    Simular to the crafting system there is a mixture of luck and skill involved with time to perfect your movement speed and command selection through the synergy command windows. Repetition of anything builds knowledge, so learn the menu like the back of your hand. A lot of you are receiving poor results because you are spamming your synergy level to 80 thinking capped skill will result in HQ of any particular item or HQ3 for your augmented items. You are also just aligning the target value as close as possible then ending and seeing the "luck" of it. Or those who rely on others to do it for you let them spam just the same way making you provide and/or purchase more than necessary. At first I went on that thought but as I did more and more then experimented on my own stuff I found detailed tricks to increase the quality of my results. The actual augments themselves are random and that part can be frustrating because of needed repetition, but getting the highest quality of possibilities I have learned to be very good at. Anyone who has comes to me knows I spend many attempts without wasting their tatters/scraps to get them a satisfying result. It just takes time and patience.

    There is a lot of detail some of you are missing, some which I won't disclose because I don't think everyone should just be told how to perfect something that has taken me a lot of time to do myself. Besides having the upper hand is nice, especially over the hundreds of players that come to me for service. My HQ rate is beyond what many imagine possible and I can HQ3 almost perfectly now that I found out some very unthought of details. I commend SE for the detail they put into the synergy system that most have yet to figure out. (Think Absolute Virtue and outside the box so to speak.) After all if everyone could level and perfect a system so easily it just throws the economy off balance just like if everyone could HQ every crafting recipe each synth. Personally I think leveling synergy should be harder than it is. Yes it often takes more time than I like to get it right but in the end I use less tatters and scraps than just spamming them hoping to get the best results. It may take much more time but you can avoid wasting endless tatters/scraps. Fewell not so much you will burn that because the luck isn't in the (Align & End Synergy). Jibberish I speak? Hardly. Will someone state against me I don't know what I am talking about and to prove it? Probably, but I don't need to I have hundreds of witnesses that I have served throughout my server very satisfied with my results. Not to mention I am extremely satisfied with the results of my own gear.

    The possible results could use much improvement, however, I think using where it all started with items such as abjurations and God gear is a testing phase for the future of the augmenting system. As well as bringing back gameplay in such area's.

    Addressing the quantity of tatters and scraps I believe this is SE's way of bringing back more involved gameplay in ancient area's like Sky and Einherjar just as I previously stated. You give a handful of players the ability to produce immense quantities of the required items you lose the need for more than just that to farm those area's. This is also where a part of the synergy system comes into play. You can produce high quantities of these items each production attempt through the synergy furnace.

    I look forward to multiple element target values being part of future augmentable equipment. With the knowledge I possess this would indeed be challenging because of the specific speed and commands needed to be performed in order to receive the highest quality of results.

    Lastly to the development team I have some concerns of my own.
    First is the synergy furnace placements. Port Jueno is far from a suitable area while it is used as the games (gathering spot) in terms of making a business out of synergy. It is very hard to move through the synergy command windows with so much lag in the area resulting in a unnecessary amount of synergy furnace HP loss and fewell replenished before acquiring the precision needed in the synergy process. The furnace was removed in area's such as Upper and Lower Jueno for reasons to "Preserve system resources." I am having to gather a party full or more of customer's at a time and make them all hop on the airship to a town less populated. Whitegate needs synergy furnaces and everyone to be forced to reuse that area as the local community. I hear some server's have had GM's appear in Port Jueno and force players out of the area due to the over population. Maybe remove the Abyssea npc's and relocate them to Whitegate? I am aware that additional Abyssea npc's have been implemented in local towns but no one wants to sit around a under populated area waiting for an interesting /shout or Abyssea party. So you get 300 up to thousands of players crowded in the smallest area of the whole game at any given time.

    Secondly, The personal Portafurnace is currently only accessible by the player possessing the Portafurnace. Though a party member can feed the Portafurnace fewell they can not enter materials or access the synergy command options. I think I speak for everyone when I say some readjustments would be much appreciated. For instance allow a party member to access the furnace just as any permanently stationed furnace. Allow them to enter materials and augmentable equipment and to access if nothing else the (End Synergy) command. Even if you added an additional quest to obtaining the Portable Furnace so players can have more accessibility options to someone else's Portafurnace, or others to theirs.

    Thirdly is the restriction of use of the Portable furnace in area's like Sky or dungeons. There should not be a restriction as to where you can use the Portafurnace. Except maybe in a battlefield or places like Dynamis. Otherwise why not give us unrestricted access to using it? When I was in Zeruhn Mines for four days participating in Grounds of Valor I had so many players begging me to leave so I could synergize augments for them but I couldn't leave because of the progress gained from prowess before I received the results I initially entered the area for. If I could have used my Portafurnace and them access it while in there it would have been, well in short nice.
    (0)

  2. #32
    Player Elidani's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    38
    Character
    Elidani
    World
    Odin
    Main Class
    DNC Lv 95
    Quote Originally Posted by Kushman View Post
    Lastly to the development team I have some concerns of my own.
    I am having to gather a party full or more of customer's at a time and make them all hop on the airship to a town less populated.
    No need to go to a different town for this just step inside the chocobo circuit and take the teleport pad there. Inside are Aby Npcs and furnaces for synergy. An extra bonus if someone is in one of the other towns Windy, Basty, Sandy they can step in and meet you from where they are rather than travel all the way to Jeuno.
    (0)

  3. #33
    Player Washburn's Avatar
    Join Date
    Mar 2011
    Posts
    139
    Character
    Truckie
    World
    Sylph
    Main Class
    THF Lv 99
    I think the system is fine as is, farming seals and abjurations is actually quite profitable for us high level synergists. The only things i would like to see changed is:

    - Allow base items like abjurations and seals be either non- rare, or allow the use of the portafurnace in sky so seals and abjurations arent lost.

    - Allow the use of revertant 75 on augmented gear such as Kirin's Osode.

    - Expand the augment system to sea torques, weapons and Absolute Virtue gear, AND allow itto be reverted so it can be traded or sold if ou no longer need the gear.

    - Cut the 2-4 hour respawn times of pop item NM's in sky/sea.

    - Allow high level synergists to somehow "lock" one augment on a piece, so it will not be overwritten, and would allow you to build a truly amazing piece of competitive sky gear. This alone will drop the price of tatters/scraps.

    - Allow anyone in ghe party to use the "end synergy" command. I dont know how many times ive had the recipe lined up perfectly only to have it start freaking leaking as im trying to thpe out "end synergy" in party chat in an already lag festival of a zone (port jeuno).

    - Lastly... Remove the tax from the damn Chocobo Circuit... Tax isnt applicable in any zone its linked to... So why tax it in the zone with the least lag for synergy?! Also add an AH there... That place has potential if utilized. Let it link with the yell from jeuno too, and let yell be not blocked everytime i log in... I miss a lot of yells bc of that.

    Thanks camate mate mate mate
    (0)

  4. #34
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    I think that it's possible to revert augmented gear. You just don't use Revertant.
    (0)

  5. #35
    Player Washburn's Avatar
    Join Date
    Mar 2011
    Posts
    139
    Character
    Truckie
    World
    Sylph
    Main Class
    THF Lv 99
    Wow nice dude! Thanks, i had never heard of or tried that. I cant wait to get home so i can add a fee crap items to the old porter moogle
    (0)

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