This isn't making crafting/gathering "easier" so much as it's making it less tedious.
I think it might actually reduce the number of DoL/H bots as a consequence and it also makes it easier for legitimate players to keep up with them.
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This isn't making crafting/gathering "easier" so much as it's making it less tedious.
I think it might actually reduce the number of DoL/H bots as a consequence and it also makes it easier for legitimate players to keep up with them.
Crafting can be made however easy they want to be at this point tbh and it would change nothing as all people do anyway as of now at level cap from my understanding and what I have heard is to press a macro to 100% HQ. It ain't getting easier than it already is if this is the case.
I'm concerned about the removal of additional actions. But that's as far as my concern goes.
I'd agree with you in terms of crafting. You can basically meld out all of your gear in a couple of hours.
Gathering, however, takes days. Hitting every node for 5 hours, roughly every 5 minutes, to gain something around 27 materia that has a 10%,7% or 5% chance of success is not very fun. That's tedious, made so by the time gating of nodes and the slow regeneration rates of GP, even with the use of cordials.
If the QoL changes can help alleviate any of that at all, it's something I'm completely thankful for. Not everyone wants to main crafting or gathering, but wants to be able to make the materials they need to do content. Especially with SE saying they are going to give crafters and gatherers some sort of "end game content" (which will probably be obtuse grinding).
Personally I find these unfun:I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.
- Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
- Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
As someone who just came back after a two year break I welcome this. I am currently working on getting all my crafts from 50-60 then 60-70 then 70-80. It's quite the slog and I find a lot of the recipes are pretty tough to QA (looking at you crawler silk, hell pretty much most of the 35 and 40 durabilty synths) I can only imagine what it's going to be like at higher levels! That being said I feel that ffxiv has the best crafting and gathering system of pretty much any MMO i have played, I hope they don't mess with it too badly.
Oh it's definitely tedious. But that's the trade. You can either get the materia quickly by buying it from other people, or you can get it cheaply by spending time generating scrip instead.
When 5.05 launched, I knew I'd be spending a good chunk of my day making white scrip collectables to buy all the grade 8 materia I'd need. But then you just do math. Ok I'm going to make this item, and each materia costs this much scrip.. I need this many materia, so I need this many items... go. After those, overmelding was a process of making about 10k yellow scrip per day until I was done with all my melds. I bought the grade 1 and 2 materia to fill holes, but those were cheap. Grade 3s are, for some reason, super expensive on my server so I used grade 4s in those slots and just ate the over-cap stats because grade 4s are much easier to get.
Gathering is ... yeah. But it's the same thing at its core. You need X materia, so that costs Y scrip, which means Z collectables. You can either do it with collectables over a long period of time, or gil over a short period of time. That trade-off doesn't go anywhere.
Gathering overmelds are largely irrelevant though. Basic white 80 gear with grade 6 and no overmeld is plenty to gather ephemeral nodes and 2 star mats. The overmeld is just a QoL to bump yield up a little.
The best bet right now is to do the basic melds and spend all your custom deliveries on DoL. If you're a crafter, convert your accessories when they hit 100% and make new ones. This will let you accumulate materia gradually incase it matters in a later patch.
I just really hope these changes to help new crafters to get into it. If people coming form WoW or other games where crafting is just too simple in comparison to FFXIV, it just incredibly intimidating and not intuitive at all. I always wanted an additional source of income, but I have been turned off by professions because of how it is currently.
Sorry no. For me Crafting did not become fun until I learned about macros. Before then it was mind boggling complex. Again I only speak for myself when I say I don't craft to compete or make gil I do it to help friends or for my own enjoyment. That is my fun. Crafting should not have a savage level at end game where only 3%(made up number!) of the games population can do it.
Please, tell me: how fun is for you to manually crafting more than 100 collectables for scrips + all the side parts because quick synthesis fail rate is unacceptable? If you want to remove macros, first you need to fix this problem.
Also, a lot of crafters enjoy preparing their own macros (myself included) to suit their needs/gear and also sharing them.
I will also say that is extremely disappointing that people always aim to make crafting more annoying instead of more fun. I will like for SE to revamp al DoH so each one feels and works like a unique crafting class. That way, instead of just having to learn one way of crafting we will need to learn 8 crafting methods.
I'm sorry that you are feeling sad about higher success rates. I don't understand why though. I'm confused actually. Do you want higher failure rates? More impossible HQ bars? What would fix this for you?
Perhaps do away with crafting gear altogether? Because endgame crafting gear is supposed to give crafters big bonuses. Would you like to see that all thrown out? You cannot make it difficult to craft in endgame gear without also making it impossible to craft in starting gear so the only option would be to remove crafting gear completely. Then, everyone has the same difficulty with only higher levels unlocking more difficulty crafts that can only be crafted by using HQ mats.
My point is: What would you propose? To make crafting difficult for your tastes. how would you do it?
How hard is it to do it by hand? Not hard at all. I saw a macro on Reddit, read it over, stripped it down, and rebuilt it as my own. I do computer programming as a hobby. How complicated do you really think crafting would be for me? Do you think crafting should be like a raid boss? Require split second timing, mechanics based on situations, and a repair healer pet that you'd have to micromanage in order to keep your durability up so that you could complete the craft before the enrage timer? Because that's what it would take before I'd find crafting complicated.
Is that what you want? How far would you be willing to go to remove my macros? Because it really would require making crafting operate like a raid boss. Just keep that in mind.
Please don't think of my opinions as if I only want macros banned and everything else kept the same. I'm talking in very general directions. Any changes would obviously require other parts of the crafting system to change accordingly to provide a good gameplay experience. But nobody's going to sit here and write a 20 page design document.
For non-macro interactive crafting, I was actually thinking more about the end-game products one would sell on the market board. Not the weekly scrip grind. But since you mention that: wouldn't you also prefer the weekly scrip cap to require a lot less crafts, but each craft being more interesting? I think the reason we end up with such excessive number of crafts is exactly because they're tuning the numbers with automation in mind.
The 5.1 overhaul includes a review to quick synth, too.
Not saying that's exactly what they will do, but I would prefer if things move in that direction instead of just being a weekly Netflix+macro session.
Man I just cant even, you dont get a joke NO CRAP TURBO NO ONE WAS BETA TESTING IT THE JOKE WAS ABOUT PEOPLE WHO BEEN PLAYING THE GAME SINCE 1.0 AND HAD TIME TO LEVEL UP EVERYTHING AND ARE MAX LEVEL, COMPLAINING ABOUT HOW ALL THIS IS GOING TO EFFECT THEM.
Lord have mercy, you are dense.
So you do what it to be like a raid boss. Do macros bother you that much? It wouldn't make crafting more "interesting" or exciting- it would simply make it more tedious and expensive each time you responded incorrectly before a timer ran out. Unless you had a single second to respond to each new "crisis", it still wouldn't be complicated. It would only be to ban macros (which you insisted wasn't your goal, but obviously is).
Hell, if you want fun and complicated, add algebra into the equation. Make us do quick math in our heads. Yes, before you ask, I actually WOULD enjoy that.
Calm down. Dynamic events doesn't mean raid boss. It can be very simple events that just require some familiarity with your crafting actions so you choose the right response.
I don't understand why you're even talking about timer running out. Crafting is turn based. Why are you even talking about seconds and timers?
I'm not getting worked up- you are. You are proposing a system that would only change one thing in the crafting game- the ability to use macros. You admitted in two posts that you're not trying to make it more complicated so your focus is 100% percent on stopping players from using macros. Why? Why does it bother you so much how I play my game when sitting at my computer that I built? I earn the money that pays the bills, I pay my subscription fee, our characters have never met, yet somehow, you seem filled with disappointment about how I do my crafting. I'm confused as to why?
I'm going to answer a question you asked another player- Don't I want my crafting to be more exciting? No. I don't. When I want excitement, I change to Black Mage and do some raids. Casting while standing still at the same time avoiding AoEs? Now THAT is exciting! Crafting is fine. I will continue to use my macros.
Firstly, I'm talking strictly about end-game items, the very newest stuff that comes out. Not leveling, not weekly scrips, none of that. Anyone who's leveled crafting knows that once we overgear something, there's a lot of room to easily HQ something with very simple and short macros.
I'm not trying to make it complicated, I'm trying to make it more interesting than "push one button and watch Netflix for 30 seconds."
It doesn't bother me how you play your game. I don't care how you play. I'm just expressing what I hope to see in this game. It's not directed at controlling what other people do.
More engaged and interesting crafting is something that has popped up before. If you want less interesting crafting that can be done with just macros, that's fine. Just express it. You don't have to try framing me as someone who's trying to control how other people play their games.
And no, I didn't ask if people want more exciting crafting. I said more "interesting" crafting. If you can't tell the difference bewteen the two words, then I guess this whole back-and-forth exchange has been a waste of time. For both of us. :(
I was thinking more like the Excellent/Good/Poor events, except with things like (off the top of my head) "quality increasing actions cost double CP with half efficiency but all other actions cost no CP and no durability", or "the next Standard Touch within 3 turns will cost 0 CP and 0 durability and extend all active buffs by 3 more turns, failing to use Standard Touch within 3 turns will cause -50% efficiency to all quality-increasing actions for the next 5 turns".
Extremely easy to respond to with no downsides whatsoever. Make them only appear for starred products (not intermediate materials) if you want.
None of that button smashing stuff.
I really must say that I like this suggestion. Would be sweet if it didn't affect durability in any way shape or form though to allow for macros to exist for Netflix crafters but being highly inferior to manual crafting to the point where reaching 100% is almost impossible.
So interesting means that you cant use macros then?
I don't care what word you use. Exciting, Interesting, fun, complicated- none of that interests me. Nothing that takes away my macros for the sole purpose of taking away my macros interests me in the slightest. If I want interesting, I'll do raids.
P.S. --> Well, unless you want to incorporate complex math equations. That would be fun. For me... but most other players would not enjoy that so it's not a good idea.
P.P.S. - The only reason I really don't like your idea is that there would be no problem solving if they did it your way. there would be no puzzle- no riddle- no math to solve. It would be akin to "push the blue button- now push the red button... etc." It wouldn't be interesting and after your third craft, you'll have seen it all and it won't be interesting- it'll be tedious. It'll be tedious because you're just reacting without the ability to use macros. It would once again be uber boring- so yes, removing macros would be the only result of this because there would never be a "decision" that the players haven't already seen. You would make it worse.
Yes but thats a playstyle difference. Imagine if you could just macro a raid. Absurd as that sounds, You think raiders would be happy with this? Some people enjoy crafting to actually craft and create. If all your crafting can be done by simply pressing 2 buttons with macros, that isnt gameplay anymore for them. If you just want crafting to make money and not play it for gameplay/experience , I am personally more in the mindset that your feelings and position on it take backseat to people who want crafting (and gathering) to be something more akin to a game or interesting to play that engages them.
Then
Don't
Use
Macros
When
You
Craft.
Why do players always insist on removing features they don't like from every player that does like them? Why? I have never understood that.
And no one is suggesting that players macro their raid rotation. This is a discussion about crafting. Please stay on topic.
I think there's room for both. Keep the ability to macro in basic crafts. Even starred things. But for things like Ishgard Restoration or other "crafting mission" type things, put in the sort of events that a macro wouldn't be able to respond to.
EQII had a great system for this where you had to respond to events that happened while you crafted with the right ability. Unfortunately there were only 3 each for progress and quality, but FF could definitely borrow this and expand on it.
And I'm looking forward to the DoL changes, but wishing that fishing would get some love already to bring it into line with MIN and BTN, especially the in-game UI.
Your idea's punish and force people to use certain actions. Thats not interesting at all it does not show that you know the crafting system you just described a simon says do this or get punished for it type system no thank you. Crafting is already punishing enough if you dont understand it or cant figure the math behind it lets not make that worse. With the amount of rng crafting has forcing people to do a certain action at the wrong time will cause more harm then good..
Crafting is in an awkward spot where it's hard to put any actual "skill" into it.
Which is why I doubt the rankings for the Ishgard Restoration are going to be very entertaining at all since it's likely either going a straight grind of spamming collectable turn-ins that the botters win by default or turning in a limited number of items with the highest collectability rating possible which is biased towards the rich people with maxed overmelds and is still abusable by botters who can just spam crafts on loop until they get a craft with multiple excellent procs.
See, this is the problem with new FFXIV crafters compared to the old 2.x and 3.x crafters. I’m sorry, but if you think crafting is currently “punishing” as it is, then I just think you shouldn’t be crafting. I’m not good at hardcore raiding, I don’t whine to developers to make it more accessible or want “QoL changes” which, just make it more noob-friendly. I just accept I’m not good at it. What’s wrong with accepting you’re not good at something?
I just don’t understand the need to complain to developers about an aspect of the game that you’re not good at, no matter how easy they make it. At that point, you’re asking for hand outs.
Read the post I was replying to please. Think about what their suggesting and what would happen if you FORCED to hit a action you dont need and that action botches your craft. Then if you dont hit said action it botches it by punishing you for not using said action. As for my struggles with crafting I am using a very solid if not OP rotation I can craft a HQ level 80 item at 77 every time without fail I think I am good. I also never asked for it too be eaiser but putting a system that screws people is not how you make things harder or more interesting.
Hey, sorry, where do I find the list of changes being referenced here?