
effort and reward people.
getting to 50 is a means to an ends for crafting, thats where the REAL fun begins
you may not like the current minigame system but as soon as you reach 1 lever over the target synthesis you begin to see its potential. I bet most of the whiners dont even know the intricacies of the HQ system in the game and how relevant your skillset/gear/point allotment is in the process of HQ making.
The point made by mack is a valid one. if you cant stand the crafting system, dont use it. crafting is NOT for everyone
edit: i would like to add that like most people, i would like a little change in the minigame. however, most players probably didnt play or get a craft to 50 before the Sp patch. to be honest, i think the pace of leveling is fast enough as is.
Last edited by Raijin; 05-17-2011 at 05:04 PM.



Is there any reason why we can't have the exact same positives you mentioned in your post, while at the same time having the road to R50 be fun as well?effort and reward people.
getting to 50 is a means to an ends for crafting, thats where the REAL fun begins
you may not like the current minigame system but as soon as you reach 1 lever over the target synthesis you begin to see its potential. I bet most of the whiners dont even know the intricacies of the HQ system in the game and how relevant your skillset/gear/point allotment is in the process of HQ making.
The point made by mack is a valid one. if you cant stand the crafting system, dont use it. crafting is NOT for everyone

Its a baseline problem within the system. While the system itself is extremely complex in HQ situations, due to mechanics in the synthesis minigame its much easier to do the standard spam for max sp.
the problem is the lack of reward for alternate actions and the extreme punishments associates to these actions in synthesis 5 or more synths above your rank (which are the prime sp region).
there is no choice in leveling synths, however, when youn reach the synth level, those options start opening up and it makes the synthesis more complex.
Imo its a tradeoff well spent because 50 is where the real game of crafting begins.
No but the game gives you enough options, god forbid you can't be a lawyer, an engineer, and a pilot all at the same time. Its up to you in the end but crafting was and has always been a side thing in MMOs and not everyone does it, what's different here? you don't like it, don't do it.



The difference is, that unlike other MMO's, crafters are a fully-fledged class and not just a "side thing".No but the game gives you enough options, god forbid you can't be a lawyer, an engineer, and a pilot all at the same time. Its up to you in the end but crafting was and has always been a side thing in MMOs and not everyone does it, what's different here? you don't like it, don't do it.

you know, that statement says to me "crafting is to be taken seriously as some players can be exclusively crafters" not the opposite of that where joe public would have multiple max ranked crafts



I wouldn't necessarily agree that those two concepts are mutually exclusive. I would consider myself a serious battle character, and I also have multiple max ranked battle classes. It's a bit of a necessity given the cross-classing nature of the armory system.
Nonetheless, I agree with the sentiment that all things being equal, skilled players who are better at playing the game and who can effectively utilize strategy and critical thinking should be able to achieve greater things than your average "joe public" player.
Indeed, we all have different tastes, and some activities appeal more to some than to others. There may be many differences between the battle classes, but not so much with the crafting classes. The differences between the playstyles of a gladiator and a conjurer are much more striking than the differences between an alchemist and a carpenter. There really isn't all that much to the crafting process that isn't just a variation of "press 'enter' over and over again". We can do better than this.i see what you are saying, but in the same aspect some people hate many of the classes in game, but others like them.
the thing is people are not the same and not everyone likes the same things. some people enjoy crafting and find it quite rewarding, but others do not.
If they quit because of a lack of things to do and because of the battle system, that also means the joy of crafting wasn't enough to make them stay.
Umm...ok. You mad or something?

the problem is ith your vision of the crafting system as a whole.I wouldn't necessarily agree that those two concepts are mutually exclusive. I would consider myself a serious battle character, and I also have multiple max ranked battle classes. It's a bit of a necessity given the cross-classing nature of the armory system.
Nonetheless, I agree with the sentiment that all things being equal, skilled players who are better at playing the game and who can effectively utilize strategy and critical thinking should be able to achieve greater things than your average "joe public" player.
Indeed, we all have different tastes, and some activities appeal more to some than to others. There may be many differences between the battle classes, but not so much with the crafting classes. The differences between the playstyles of a gladiator and a conjurer are much more striking than the differences between an alchemist and a carpenter. There really isn't all that much to the crafting process that isn't just a variation of "press 'enter' over and over again". We can do better than this.
If they quit because of a lack of things to do and because of the battle system, that also means the joy of crafting wasn't enough to make them stay.
Umm...ok. You mad or something?
ignoring the fact that you have to actually use your skillset to get most sp/hour on skill synths, you forget the fact that with crafting you always have tradeoffs.
Do i want sp/hour? do i want money? do i want quality? these are all things that a crafter has to ask himself and check if hes willing to trade off. if you want sp hour then the best bet is synths much higher than your level and attempt a high degree of success. the method by which this is achieved is standard. bold and rapid carry too many risks
at those levels. If you want HQ, then you skill with synths lower than your rank and use appropiate bold and rapid in addition to skillset to go for HQ and make some money. Want do dothe same thing with only a marginal percentage of HQ, then target synths that are on your level.
This is the same thing that comes out of the abandon/repeat leves. you get more sp with the tradeoff of less "fun" factor and less point gains.
Choose your poison



But you can also program a bot to press 'enter' for you all day long - I don't think this is a good vulnerability to be had.
I am taking into account the concept of tradeoffs, I did not forget.
Tradeoffs between quality/SP/profit are totally fine, and I encourage that. I just don't want to see a tradeoff for "fun". In a game, that is an unacceptable tradeoff.
It's also a failing on the part of devs that they created a system that is so easily exploited by script kiddies and bots.
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