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  1. #1
    Player
    Abriael's Avatar
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    Mar 2011
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    Ul'Dah
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    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Rentahamster View Post
    If the mini-game was actually fun, consistent, more strategic, and engaging, this wouldn't be that much of an issue.
    It's definitely fun before repeatitivemess comes into play (and that applies to any and every minigame), it's very consistent if you know what to do and when to do it, it's definitely strategic.
    Making it MORE engaging would mean making it more complex, wich implies that it would be even more susceptible to the effects of repeatitiveness. The more a minigame is complex, the more it becomes a chore after 1000 times.

    This thread is quite fun. Everyone asks for "more!" (as usual) but i still didn't see a sound suggestion on *how* to do it.
    (2)

  2. #2
    Player
    Rentahamster's Avatar
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    Mar 2011
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    Lindblum MRD50/THM50/LNC50
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    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Abriael View Post
    Making it MORE engaging would mean making it more complex, wich implies that it would be even more susceptible to the effects of repeatitiveness. The more a minigame is complex, the more it becomes a chore after 1000 times.
    Then all you have to do is make it so that you DON'T have to do it 1000 times.

    All the devs have to do at a fundamental level is to design a crafting process that is fun and engaging. Simple, yet deep.

    Then, normalize the SP gain and time expenditure so that any sustained crafting activity with the intent of "grinding" usually amounts to somewhere around 10K SP per hour without having to rely on lame crutches like "fatigue" in order to artificially constrain players.

    5k SP per hour if you suck

    10k SP per hour on average

    15-20k SP per hour if you're good.


    Problem solved.
    (0)

  3. #3
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Rentahamster View Post
    Then all you have to do is make it so that you DON'T have to do it 1000 times.

    All the devs have to do at a fundamental level is to design a crafting process that is fun and engaging. Simple, yet deep.

    Then, normalize the SP gain and time expenditure so that any sustained crafting activity with the intent of "grinding" usually amounts to somewhere around 10K SP per hour without having to rely on lame crutches like "fatigue" in order to artificially constrain players.

    5k SP per hour if you suck


    edit: of course when you hit level 43 or so you have less and less high level recipes, but then again you can theoretically make anything from level 40, sooo guess theres no rush to level past 44 or so.
    10k SP per hour on average

    15-20k SP per hour if you're good.


    Problem solved.

    uhhhh its kinda already that much or more, i can get 600 to 750 per synth for decent synths, lets say it takes 2 minutes if its tricky, thats like 20k per hour. maybe yall need to do harder synths.
    Though regardless id still say it isnt the most entertaining thing in the world, but then again its not that bad. Honestly the most entertaining thing is when your high level, and your like oh, i can make that, and you make the items you want.
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  4. #4
    Player
    Rentahamster's Avatar
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    Mar 2011
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    Lindblum MRD50/THM50/LNC50
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    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Physic View Post
    uhhhh its kinda already that much or more, i can get 600 to 750 per synth for decent synths, lets say it takes 2 minutes if its tricky, thats like 20k per hour. maybe yall need to do harder synths.
    Though regardless id still say it isnt the most entertaining thing in the world, but then again its not that bad. Honestly the most entertaining thing is when your high level, and your like oh, i can make that, and you make the items you want.
    You're kinda missing the point of what I was trying to say.

    The emphasis is NOT on SP/hour, nor should it be. You can design a game that has you pressing the same button over and over again at repeated intervals for EXP (which is basically what the crafting game is now), but that doesn't make it a good game.


    The emphasis is on first creating a fun and engaging crafting system FIRST, then balancing and normalizing it so that one can expect a reasonable amount of skill progression for time spent - which in the context of Final Fantasy 14, would be somewhere around 10-15k SP per hour.

    Then, implementing variations on that skill progression and alternate paths in order to ensure that the process does not get stale and tedious.
    (0)