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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    5,019
    Quote Originally Posted by Demimatrix View Post
    The problem is, this is meant to be an enjoyable, game can u seriously sit here and tell me u ENJOY logging in and crafting w/the system that is implemented now? I'm going to say it's bull cause there are many more people that feel the EXACT same way I do, SE remember this is a game, not a job {please} If u want it to feel like a Job I'd love for you to send me a check, in short, wait u plan to have people pay for this? That is a joke. IT ""Isn't"" """"" Enjoyable""""
    name a game where crafting is truely made enjoyable

    im sorry, it doesnt exist, its always "lick a button and watch it get made" or so on and so forth....well unless you count puzzle pirates, but thats a game of mini games so it doesnt count

    so you cant make it more enjoyable without pretty much adding something like some dumb bejeweled game as tyhe mini game, which im sure people dont really want

  2. #2
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by TheVedis View Post
    name a game where crafting is truely made enjoyable

    im sorry, it doesnt exist, its always "lick a button and watch it get made" or so on and so forth....well unless you count puzzle pirates, but thats a game of mini games so it doesnt count
    I am 100% for a game feature where I lick a button to make something.

    That aside: Reducing the amount of presses might help. Make it less than what we need to do now, or at least just vary the number of choices that need to be made based on item complexity.

    A system that can't be gamed by the [ahem] less scrupulous players amongst us would be nice. Maybe make it so the inputs chance of success is determined by the colored orbs in the game, abilities you choose to use, and what you end up choosing per option. The end result is an item with some special effect on it you don't get by mashing the standard option like a brainless robot. (If need be resort to the 'Adjective Noun' system for differentiating the items generated this way so we know a 'Burning Velvet Doublet' gives fire resist and a 'Silky Smooth Velvet Doublet' gives a bonus to your fabulousness)

    Some luck mixed with the level of your character and the choices you make during the craft shift the end result of the adjective(s) on the item. Do you try to force all standard for stronger armor? Do you mix rapid and standard for less split ends on your fur coat?

    What does it end up doing? I don't care. Give us something better than what we got right now. The DoH classes are meant to be worthy of being an actual class so it'd be great if they live up to that.

    Just a reminder, aside from the absurd fact that inflicting terrible unwarranted abuse on your enter key to rank 50 is accepted and considered fun by a vocal minority (they must absolutely love that web game "push the button), most people enjoy fun with their games and keyboard wear and tear spread out amongst the 155+ other keys.

    I also like sunsets, long walks on the beach and dogs.
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