I have never used either of the trained eye moves because they are not good enough to even put on my hud when you can just reach 100% quality with 1-3 touch skills.
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I have never used either of the trained eye moves because they are not good enough to even put on my hud when you can just reach 100% quality with 1-3 touch skills.
So the changes look good, but I gotta say when Yoshida was talking about it, I was sitting there thinking.. "How is he ok with all those removed skills on his bars...?"
Except Square Enix has never went out and said they would make endgame more difficult and thought oriented. This time, they are, for once. Not sure why people think they can cheese through this new proc system and hope a macro will come and save the day. Maybe it’s a case of only seeing what you want to hear? :confused: He’s made it pretty clear that procs are required to finish (and HQ) a craft that is endgame. I’m not making this up. He literally said, it is, required.
They seem to forget what procs are. For example, during gathering (at the moment anyway) most optimal rotations prefer that Discerning Eye procs. Meaning, it does not always appear, in other words, rng would be back. To imply you can macro RNG (at least conveniently) is quite silly. To say otherwise implies you can somehow manipulate FFXIV’s rng, which, sounds ridiculous. This isn’t pokemon.
I’m still kind of bummed that rng is back (supposedly):, and it’s not skill oriented (maybe in 6.0 they will), but if RNG is what needs to be done to make endgame not guaranteed, I welcome it. :)
One of the reasons I only craft with macros is because I can't figure out a way how to put all these skills on my hotbar. And then I have to manually copy all these hotbars for all 8 crafters?
Writing macros is much less bloat and they work for all crafters as well.
I am looking forward to the changes.
I do hope reliance on procs isn't going to push more people to start using bots to craft because those can react to procs triggering unlike a macro.
I think the only thing that could put a damper on them is needing actual planning for crafts and not just having one optimal path based on a proc happening or not.
The /hotbar copy (and it's controller equivalent /chotbar copy) commands can help you with that. I usually just prepare the hotbar for one class and then copy it over to the other crafters. I.e. /hotbar copy BSM 1 GSM 1 copies the 1st Blacksmith hotbar to the Goldsmith.
No. To ALL who think this, you havent, just make a macro to copy paste it from one to the others.
im my case as i use crossbar and hotbars it looks like:
andCode:/chotbar copy GLD 1 GRS 1
/chotbar copy GLD 2 GRS 2
/chotbar copy GLD 3 GRS 3
/chotbar copy GLD 4 GRS 4
/chotbar copy GLD 5 GRS 5
/chotbar copy GLD 1 GRM 1
/chotbar copy GLD 2 GRM 2
/chotbar copy GLD 3 GRM 3
/chotbar copy GLD 4 GRM 4
/chotbar copy GLD 5 GRM 5
/chotbar copy GLD 1 PLA 1
/chotbar copy GLD 2 PLA 2
/chotbar copy GLD 3 PLA 3
/chotbar copy GLD 4 PLA 4
/chotbar copy GLD 5 PLA 5
Ofc they are for my german version but i guess you can figure your english shorts for them^^Code:/hotbar copy GLD 1 GRS 1
/hotbar copy GLD 3 GRS 3
If RNG must be the answer I seriously hope it's a light RNG, as in always having a path to victory if you know what you're doing instead of the game just giving you the middle finger because why not.
I’m fine with it either way honestly. Whether it’s hard rng, light rng, or skill....as long as endgame crafting has been improved into something players can be proud of doing, and is not a phone game where you’re guaranteed to always win, its a good thing. And you know what? This is how it should be.
Normal recipes/leveling recipes should be easier for newcoming crafters or casual crafters. Endgame should be serious territory, for competitive crafters or hardcore crafters. I’m really grateful for the FFXIV crafting team finally listening to vet crafters and giving them what they want instead of catering to only casual players this time.
For that, they have earned a lot of respect.
"RNG" and "Competitive" dont belong in the same system. Nor is RNG is a show of skill. Nor do I like being punished for doing everything properly and through no fault of my own. The 2 are actually mutually exclusive and diametrically opposed. you cannot have both.
So on one hand, i do appreciate effort (if we consider "paying attention" effort) being needed to reliably craft end game items.
on the other, I do NOT appreciate RNG being the short-sighted, hamfisted tool to do so. It is the absolute lowest, least effort, and worst designed "difficulty" we could have possibly gotten.
Put also looking at our base system, there is not much they can do other than forcing an RNG wall on us without completely uprooting and gutting the system in it's entirety, or taking several patches to do so.
We went over apples and orange comparisons to savage raiding. so this is dubious by comparison, but imagine for a second that instead of an enrage timer, the boss has a 1% chance to use their enrage every second(or server tick or whatever) of the fight. you could literally wipe at any given moment, regardless of how hardcore, perfect, skilled, or effort you put in. just bad RNG. You drew the "poor" condition. it would be a total disaster of a system.
I do not want to see that be the direction, goal, or core of crafting. Or any system, really.
RNG should exist for risk/reward and NOT success/failure
Honestly, I would like to see players rewarded by the proper use of abilities- managing CP, knowing what abilities would be best, mitigating failure,
and the reward being that they can craft higher tiered items with lower tiered tools and equipment. not requiring melds; and that gear and melds in ADDITION to that ability can allow you to more easily automate the system through macros and such.
in a sense, needing both to automate, and needing one or the other to merely find success
@Fluffernuff
Well, I’m not going to go back and forth with you over whether RNG = difficult or not, we clearly disagree. So let’s agree to disagree. Conversations about RNG never go anywhere or reach a conclusion/solution. Like, ever.
As for Yoshida’s choice of implementing procs/RNG in endgame crafting...yeah, I would prefer it be skill based, but the way the crafting system is set up, it seems like that isn’t possible, at least, technically. So, they’re left with two choices. Either make endgame RNG or make it mindlessly easy to where even a 12 year old that plays Fortnite can HQ something. Obviously the former is going to be preferred when given a choice. Endgame in my opinion is taking a wonderful turn. Things will be just like ARR and HW again endgame-wise.
Sorry, but I just don’t believe that endgame content should be easy. Raiding endgame shouldn’t be easy, so crafting shouldn’t either. 5.1 is going to be awesome. :)
Puh-leaze.
Most of those greyed out buttons were copies of the same thing, or at least skills that were only 5% this, or 10 effectiveness that.
Did we really need Basic Synthesis, Careful Synthesis, Careful Synthesis II and Careful Synthesis III, for example?
Who would use CS or CS II over CSIII?
Now that we have tech and mechanics for upgrading a skill with traits, they decided to go that route. So basically you get rid of 3 redundant buttons by combining them all into 1.
One thing to remember is that 5.2 is when the "hard" crafts and record boards will be added. We will likely be looking a additional changes come 5.2.
The main reason to use CS II over CSIII was to save CP. This is why both skills are still being kept. CS II is just getting a name change to Basic Synthesis while CS III is dropping the numerals.
There'll be efficient 100% macros now and forever. Especially since they made it so HQ materials get you 60-75% of the way to HQ already. ShB made crafting easier than ever and I don't see them changing that.
I can agree to disagree. its probably the one thing I outright disagree on in the grand scheme of things. neither of us want things to be easier. and both of us want there to be depth and reward to the system. things that the current system doesnt allow. and even looking at my history here, maybe im biting a little much. To that I will apologize.
And i can even see it being the only real recourse the team has with the current system. but the major crux of it all, in my case, is that I don't want and RNG gated system to be PRAISED. It's simply terrible designed, and those that have the traits we both agree should be rewarded, well, wont be. If yoshi wants RNG to be required, They will need to either be lucky or brute force things.
I dont know if this new look at the system will get us to that extreme or not, though. So I dont want to say that as if I expect that to be our sudden reality on tuesday, because I don't. Not until we all have our hands on it. The overall changes currently seem to be an extreme prune and a setup for further changes down the line. Even less RNG, actually. Unless we have to rely on hasty and gang. or excellent/poors.
and at the end of the day, it's just not a design I want to promote. even if it's "better" than what we have.
Well, ok, fine. But yeah, the only thing that Changing Basic Synth into CS II does is make it so you don't need to level Weaver to get CSI and then wait until CSII just get away from having to Steady Hands + Basic Synth... which does absolutely nothing to endgame crafting because by then everybody had CSII and CSIII.
Explain to me how you can 100% efficiently macro moves that proc..? That’s like saying you can 100% efficiently macro a Discerning Eye gathering rotation. It’s impossible because it’s rng. As I’ve said previously, he literally said that procs are required to complete/HQ crafts. To imply otherwise would mean you can somehow manipulate FFXIV’s rng. I’m sure I don’t need to elaborate how ridiculous that is. I just feel like this is a case of some folks only hearing what they want to hear. :confused:
I would only believe that if he outright says macros will still be used endgame. But, he also says he doesn’t want them to be used for endgame recipes. Sorry, but the 100% macro nonsense seems like it’ll finally end come 5.1. Who knows, maybe I’m wrong, but after what was said, I really doubt it.
SE has a long history of making statements that don't turn out to be true, so I'll believe this when I see it. My guess is that, best-case, we won't see 100% HQ chances starting with all NQ ingredients via a macro. But right now, using HQ ingredients and with modest non-overmelded gear, it's trivial to HQ the highest-tier recipes in the game without even firing off Byregot's Blessing. There is no way it won't be possible to continue macro'ing 100% chances for top-tier crafters using HQ ingredients.
There's a chance this won't be true down the road, of course, but SE would need to make failures a little less painful in order to facilitate it. Particularly given that they're removing Reclaim, a NQ completion is basically equivalent to a failure right now because of how terribad NQ items are relative to anything else (the NQ Level 80 Facet weapon for WHM, for instance, is worse than the HQ Level 70 White Oak cane that you get as a reward right at the beginning of the Shadowbringers story). I think SE knows that forcing players to rely to some extent on RNG, with failure being tantamount to a complete loss of ingredients, isn't a good approach.
Depending on what skills actually trigger procs and how often they're used, macros might still be feasible but would need to be broken up to account for it.
Unless they're adding more details in the final patch notes the only ones we have are the ones that require good/excellent condition to be used like Precise Touch and Intensive Synthesis, though seeing as there's no way to actually predict when those will be available, macros wouldn't work for them.
I'll believe it when I see it, but if that changes a 100% macro to a 98% macro, people are still gonna macro and eat that 2% chance to fail.
I still say it'll be easier than ever. With what they did with desynth and the MSQ solo duties, what makes anyone think they'll make crafting more difficult? But if I am wrong, I'll eat my hat. Assuming I can still make one.
They also know, that after 2 years of making endgame crafting easy and essentially a joke, it’s not a good idea to make it remaining easy, or even easier. So, for once, I think Yoshida is being at least 50% truthful, lol. Endgame recipes requiring procs to complete/HQ to prevent macros is really all people needed to hear.
Not sure how that could be interpreted wrong in any way. But we’ll just see. It’s only 2 days away.
I wonder though, if endgame crafting is actually just as Yoshida says it is, (likely) how will all of you feel? What’ll you do?
I'm not sure that's the aim. If you look at the changes they've highlighted, most of them are oriented around making crafting easier to get into. I suspect that the desire to shift away from macros has a similar motive: shift the burden away from research that newer crafters might not know they need to do, and more toward being reactive and having decent gear. I could be wrong of course, but if this is the goal, what we'll likely see is even easier end-game crafting that can still be macro'd if somebody has high-end gear and wants to mass produce, but doesn't need to be macro'd for more casual crafters.
Obviously the upcoming week will provide more information, of course.
Probably no change here, though I'll find it distinctly less rewarding. I craft for personal use more than for income, and I appreciate that taking the time to gather all-HQ materials and setting up the proper DoH gear leads to a 100% HQ chance reward. If significant failure rates are introduced via bad RNG luck on procs, I'll be a bit less likely to craft for friends, but otherwise will largely keep to the same routine. Hard to say, though; usually every even-numbered update provides a nice little distraction for a week or two as I leap from the previous gear tier to the new one. If it turns into something that feels like a frustrating slog, it's possible I'll just abandon it at some point.
They are making crafting easier for newcomers to get into, along with casual crafters as well. It’s so crafting isn’t frustrating for them, which is a good change. Also, I disagree with endgame somehow being made easier. Nothing in the Dengeki interview with Yoshida indicates that endgame will be easier, or remaining easy. The man literally says that endgame will require procs to complete/HQ. Procs are rng, which means they aren’t guaranteed. In other words, endgame will not be a walk in the park like you hope it’ll be.
I mean, the facts are there. Ignoring the facts doesn’t really make sense, it’s not like Yoshida is speaking Morse code lol. He’s made it pretty clear how endgame will become. As for the outcome, yeah, rng will annoy me a lot, but if it keeps endgame not easy to where a 12 year old can HQ recipes, I’m happy.
At first I was like wah all these skills are getting deleted, but now after it's sunk in I don't think it's that bad. A lot of these skills have just been tacked onto another skill to make them redundant. Also since SB release crafting recipes have just become easier and easier I forgot the last time I needed to use HQ mats for a recipe. The only time I use them is if they are the same price as nq or I just have them lying around.
There used to be a time that even with macro you still needed some hq mats or you had to split it into four parts to try and hold out for a proc but this is becoming less and less recently. Yes people will still use macro if it doesnt hit 100% myself included if im feeling lazy and want to watch tv whilst I play, but it shouldn't be the go to.
Plus it also winds me up when I see friends who cant manual craft, but can still make things as easy as me via a macro.
Where does this silly idea that Macro's change your chance of hitting HQ come from someone please explain!!! Macro's are a input device nothing more dont know how many times I have to say this. Lets be clear Macro's DO NOT IMPROVE YOUR CHANCES OF HITTING HQ BY A SINGLE %. Does not matter if you input your rotation manually or through a macro the results are the same!!!
^ this i use crafting macros to make my hotbars alot easier to deal with once a rotation has been figured out it allows me to do 2 button crafting while watching something (especially potions and food that need huge quantities) this is the only advantage macros give, they allow you to do crafts one handed while you play on your phone/watch a movie etc etc
For normal recipes, yes, macros will still be useful. For endgame, as of 5.1, macro’ing will not be an option. As you’ll have to pay attention to what moves proc and what moves don’t. I really don’t understand why people think they can cheese through procs in a macro....assuming I’m understanding your post right, lol.
There are plenty of mid-core crafters who do not care about end game. So far it seems like the end game is gonna be pentamelded coin toss rubbish and rest rolling your face over keyboard without or with even more efficient macros. If there is no place for significant improvement of chances with skill then the crafting is not fun.
I think what they meant with needing procs is that you'll basically have to actively look out for "Good" and "Excellent" steps, instead of just blindly hitting a static macro that may or may not benefit of G/E's that show up along the way. Wouldn't be surprised if the top recipes actually required usage of Observe and the new Observe action that preserves buffs but costs 1 delineation.
Because newbies don't know how to actually do that without a macro?
A Macro is a list of step-by-step instructions, and I'd be willing to bet that a large number of people using them have NO idea what those buttons actually do or why it works in the first place. They just click one or two buttons and boom, done. They have no actual idea of why the magic happens.
I myself dislike crafting macros for pretty much this reason. I've told myself I won't use them even if it means me not ever crafting a high-end product while it is current. I'd rather actually learn how the system actually works, so that when I make something, I can truly say that I made it, and not some random dude who told me what to push in what order.
I don't mind receiving advice, and then studying why the advice works, but I don't want a "Do this, then this, then this and then that to have it work every single time" ... kinda feels like it makes the entire system redundant. What's the point of those 40 some buttons when you can condense them all down into one or two macros?
Why not just get rid of the system altogether and make it "click button get thing if stats are good enough"? That's basically what we have with macros.
I would support making all craft actions non-macroable to be honest. Make it so that any ability from a DoH class cannot be used in a macro.
Already doable.
https://www.reddit.com/r/ffxiv/comme...tent=post_body
Quote:
after searching and asking around, I didn't find this anywhere, just the prioritized list at http://www.ffxiv-gathering.com/images/4.0-470.png for example which is exactly what I turned into this macro abusing the fact that Discerning Eye isn't usable again, if you have the buff already (from ability itself or Impulsive Appraisal proc).
Requirements for Lvl 70 Nodes: 1000 Perception and 600 GP
/ac "Discerning Eye" <wait.2>
/ac "Impulsive Appraisal II" <wait.3>
/ac "Discerning Eye"
/ac "Single Mind" <wait.2>
/ac "Impulsive Appraisal II" <wait.3>
/ac "Discerning Eye"
/ac "Single Mind" <wait.2>
/ac "Methodical Appraisal" <wait.3>
The Idea behind this, is, that, if you HAVE the proc, it can't cast Discerning Eye again and jumps straight to Single Mind, if you DON'T HAVE the proc, it casts Discerning Eye not beeing able to cast Single Mind because there's no waiting time after the 2nd and 3rd Discerning Eye.
Oh boy, another reddit post. :P Maybe I should be more specific. How would you create a macro where there are 3 moves that can proc? (Correct me if I’m wrong, but I’m sure there are 3. Or will be 3, after reading the patch notes.) The way that macro is set up would be inefficient for crafting. It would make your crafting macro unnecessarily long, and inconvenient to use, unless you’re just lazy I guess.
Point is, it’s going to be situational, and not a “one move proc” like Discerning Eye. There will be more than 1. You can’t cheese through this new proc system they have for crafting, sorry, I just don’t see it happening.