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  1. #31
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Mugiawara View Post
    I hate to be whiny, but I am getting quite tired of these "No" like responses. Like why can't you do anything for the crafters?
    Because people said 1.x did nothing right - meaning involving crafters in content was "wrong" too, so Yoshida changed it to where crafting and such is worthless (in the grand scheme of things.) Look at Aetherial gear while leveling - That's HQ stats+ Bonus unless you waste gil melding something that'll only be useful for 1 or 2 levels max.

    Sadly, a lot of ARR's changes are here from the loudest group during 1.x polls.
    (1)

  2. #32
    Player
    odintius's Avatar
    Join Date
    Mar 2011
    Posts
    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Tupsi View Post
    Because people said 1.x did nothing right - meaning involving crafters in content was "wrong" too, so Yoshida changed it to where crafting and such is worthless (in the grand scheme of things.) Look at Aetherial gear while leveling - That's HQ stats+ Bonus unless you waste gil melding something that'll only be useful for 1 or 2 levels max.

    Sadly, a lot of ARR's changes are here from the loudest group during 1.x polls.
    Also mostly their fear of RMT's is what preventing them from implementing anything actually exciting for crafting or materia system imo.
    (1)

  3. #33
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Brine_Gildchaff View Post
    ... Is this seriously the way people think is appropriate to respond to a CM essentially saying "we know you guys want something like this; it's trickier to make than you think, but if we can make an idea that's good and that we can implement a) fairly for all classes and b) in a way that's balanced to how -this- game is then we'll gladly do it"? Honestly I wonder about this playerbase sometimes...

    If it were this "simple" something would've been implemented back in 2.1. Stop pretending you know more about how to design, balance, and play-test MMO systems than the people actually making the game.
    Dude, take a chill pill and relax. Stressing over little things isn't good for you. I've played MMO's that had this concept and it does work. Also the dev team and producer welcomes player feedback so please don't tell us otherwise.

    Quote Originally Posted by Tupsi View Post
    Sadly, a lot of ARR's changes are here from the loudest group during 1.x polls.
    It was a poll fair and square. Every one could participant so it wasn't the just the vocal minority. In fact the biggest compliant on that subject was the wards and randomness of crafting/gathering.
    (1)
    Last edited by Dyvid; 08-13-2014 at 11:34 PM.

  4. #34
    Player
    Divine_Intervention's Avatar
    Join Date
    Jun 2014
    Posts
    489
    Character
    Divine Intervention
    World
    Phoenix
    Main Class
    Arcanist Lv 61
    Was discussing this with a friend the other day. Here's what we came up with. Please bear in mind, neither of us played "original" 1.0 etc, so we have no knowledge on what was in that or what could be already in work/progress.


    The Ughamaro Mines - Add lots more levels to this, each level is like an instanced fight, but instead of having a full team, you have a full team + a miner. Each level you descend gets harder and harder, but ultimately with richer rewards. Put the rarest/hardest items to gather in the game at the bottom level, say 15 - 20 levels down, make it spawn once a day/week. The team should protect the gatherers' back while he gets to work!

    Out in the wild - We have "escort" levequests, lets' add random spawns when a gatherer is going after a HIGHLY sought material. Anyone remember treasure chests from other FF titles? You tried to open them, they tried to eat you! Same idea. You're gathering, a huge monster appears to defend it's hoard, you have to call for help!

    We did have a few other ideas, but i'd have to speak to him again to remember what they were lol!
    (0)

  5. #35
    Player
    Brine_Gildchaff's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    380
    Character
    Brine Gildchaff
    World
    Malboro
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Dyvid View Post
    Dude, take a chill pill and relax. Stressing over little things isn't good for you. I've played MMO's that had this concept and it does work. Also the dev team and producer welcomes player feedback so please don't tell us otherwise.
    I don't have a problem with feedback, and I didn't say it -couldn't- work. I have every problem with, and reserve the right to object to, people being jerks to the CMs.
    (1)

  6. #36
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Divine_Intervention View Post
    The Ughamaro Mines - Add lots more levels to this, each level is like an instanced fight, but instead of having a full team, you have a full team + a miner. Each level you descend gets harder and harder, but ultimately with richer rewards. Put the rarest/hardest items to gather in the game at the bottom level, say 15 - 20 levels down, make it spawn once a day/week. The team should protect the gatherers' back while he gets to work!
    While I would like to see gathering/crafting dungeons designing them is very tricky. The dungeon needs to be designed in such a way that all players involved are nearly constantly active and adequately rewarded while also not forcing reliance on one class.
    Out in the wild - We have "escort" levequests, lets' add random spawns when a gatherer is going after a HIGHLY sought material. Anyone remember treasure chests from other FF titles? You tried to open them, they tried to eat you! Same idea. You're gathering, a huge monster appears to defend it's hoard, you have to call for help!
    Technically both Gathering triggered spawns and Monsters-in-a-Box already exist.

    4 of the 17 S rank hunts are triggered by DotL actions that involve two star gathers: harvesting La Noscea Leeks in Western La Noscea spawns Bonnacon, mining Grade 3 La Noscea Top Soil spawns Croque-Mitaine, fishing up a Glimmerscale in Western Thanalan spawns Zona Seeker, and fishing up a Judgeray in North Shroud will spawn Thousand-cast Theda. I would not mind seeing a few more of them

    The Treasure Hunts are supposed to be the Monster-in-a-Box fights of ARR and even require a DotL class to start them. The 1 map per 18 hours is puts harsh limit on them.
    (0)

  7. #37
    Player
    PoeRangutan's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    41
    Character
    Poe Rangutan
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    I had an idea back around 2.1 that was basically a 5 person dungeon. The 5th person would be a DoH that would be specific to each dungeon. There would be a new copperbell mines (ALT) in the duty finder that would be the average 4 person dungeon, along with a DoH job. The DoH objective would be different depending on which discipline came. For instance.

    Carpenter - build wood planks for a bridge or staircase.
    Armorer - make a large metal pots that you would use to douse a fire to get to the final boss
    Blacksmith - make a series of axes or hatches that would be used to cut through a wooden door
    Goldsmith - create gemstones that would fill slots in an elemental combination lock
    Leatherworker - make bags that could carry bombs
    Weaver - build ropes for a bridge
    Cooks - cook up some fancy treat that would distract the guard mobs
    Alchemists - build the bombs, or make some sort of invisibility potion that the team would use to sneak past the guards
    (0)

  8. #38
    Player
    PoeRangutan's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    41
    Character
    Poe Rangutan
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    The trash mobs would drop the materials needed to craft everything, and the craft would be within the level synced range for the dungeon. If you fail too many, then you have to trigger something to reset the trash mobs, so you can get the items again to try the synths again.

    The only thing I can't quite figure out, is what the DoH person would do during the boss fights, especially the last boss fight. If their main job is to build something that gets the group to the final fight, what do they do during that last fight? just stand around? During the trash fights, they would presumably be following along, picking up the dropped items, and crafting the items needed once they have enough items, and could even possibly be doing that during the mini-boss fights, but what about the last fight?
    (0)

  9. #39
    Player
    PoeRangutan's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    41
    Character
    Poe Rangutan
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Unless you wanted to create unique encounters that involved the DoH person making an item, or some sort of interaction during the last battle (like shaking the trees during the sasquatch fight in Hullbreak), there would need to be something for them to do, other than just stand around and wait for the battle team to win. For some fights, like copperbell hard, they would be perfect things like moving the crystals for feeding the snake, but then you'd have to beef the hp of the mob since you'll now effectively have an extra DPS on the main mob. I wanted this to be easy enough to implement without having to re-tool every encounter, but I'm not sure how you would do it without having them stand around for the final fight.
    (0)

  10. #40
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by PoeRangutan View Post
    snip
    FYI you can edit your post to beat the 1000 character limit.

    These are good ideas except I worry about the queue time on waiting for one specific DoH/DoL. Also I think dungeon should drop mats and have the crafter make the glamour gear that normally drops. As for boss fights take the stone vigil second boss. Now imagine that DoH have to fix the cannons before they can be fired. Another would be Coppermine HM where DoL has to unearth the crystals to feed the worm.
    (1)

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