Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 26
  1. #11
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Enis View Post
    If you didn't know a good crafter or is a good crafter yourself, you are pretty much screwed.
    Yeah sure did suck when people had to be social in a MMO.
    (4)

  2. #12
    Player
    raelgun's Avatar
    Join Date
    Aug 2013
    Posts
    782
    Character
    Thendra Cyril-gun
    World
    Zodiark
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jynx View Post
    Yeah sure did suck when people had to be social in a MMO.
    Depends, you can look at this in a few ways, spend 30 plus minutes to find that right crafter at the right price etc..., the searching alone for that 1 person isn't very social.
    Raiding with 7/23 others in a common goal for a few hours a night is more socialable no?
    (1)

  3. #13
    Player
    Moomba33's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    987
    Character
    Eva Gamirdren
    World
    Ultros
    Main Class
    Archer Lv 100
    I personally do not enjoy crafting and do not want to have to rely on crafters for gear progression.
    I would accept crafted equipment as bring equal to dropped equipment but I do not want it to be necessary.
    (1)

  4. #14
    Player

    Join Date
    Dec 2014
    Posts
    1,682
    Interesting thoughts and opinions folks, thanks! Let's keep it going.

    Upon reading another Massively article regarding crafting systems, I'm seeing some irony (in a good way) that many people feel this WoW clone, FFXIV, has the best/most robust crafting system of the current crop of major titles.

    How then, can we increase the synergy between high-end crafting and high-end content while ensuring that players who place importance on their time spent on said high-end content feel satisfied while also giving continued relevance for the time spent leveling crafting?

    Some more of my thoughts going on the assumption that most high-end FCs have at least one max level DoH for each discipline in them:

    1. Give high-end raiders/PVPers access to content/ranke-exclusive glamour skins to go over crafted gear.

    2. Make all materials needed to make and upgrade high-end gear exclusive drops in specific raids (FCoB gear mats drop in FCoB, etc) or require a certain PVP rank to purchase.

    3. Make raid/rank exclusive crafting patterns available as drops (PVE) or for purchase (PVP).

    Just some idle musings from a guy bored at work today...
    (0)

  5. #15
    Player
    Alx789's Avatar
    Join Date
    Apr 2014
    Posts
    239
    Character
    Vik Ktototam
    World
    Phoenix
    Main Class
    Archer Lv 60
    Just now i see that "green" crafted items are bad sale. Materials costs, sales are very low. Most of gil are from lvl 50 and less item sales. This makes really huge efforts to levelup craft after 50 nonproductive.
    (2)

  6. #16
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by raelgun View Post
    the searching alone for that 1 person isn't very social.
    Yeah that's why games would form communities and guilds. You would know multiple crafters and the crafters would know multiple gatherers, who would in turn know you.

    Everyone would work together to accomplish their goals instead of raiding with 7(23 you can't pick who to raid with so that's pointless to mention) other people isn't a social experience it's a experience in silence for the most part.

    Knowing people allover the world, working together, traversing a dangerous overworld to gather materials and bring them back to your comrades to in turn make you gear to be more powerfull...now that is a social experience, not hitting the qeue button.
    (0)

  7. #17
    Player
    Reokudo's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    427
    Character
    Ryu Gier
    World
    Balmung
    Main Class
    Lancer Lv 50
    Now let's take your idea, while keeping gear drops from bosses, while adding unique crafting drops to them to make the best gear. Of course this best gear might also be terribly itemized, you'd also have to craft it yourself. It'd require 20+ kills of said boss to gather the materials to make it. It'd be themed to the raid tier of course. Not getting the loot you want from the current raid no matter how many times you've done it? Fret no longer, you can now make something that may or may not be better!
    (1)

  8. #18
    Player
    raelgun's Avatar
    Join Date
    Aug 2013
    Posts
    782
    Character
    Thendra Cyril-gun
    World
    Zodiark
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jynx View Post

    Everyone would work together to accomplish their goals instead of raiding with 7(23 you can't pick who to raid with so that's pointless to mention) other people isn't a social experience it's a experience in silence for the most part.
    You can actually form a full 24 premade group btw.

    Also everything you have just described is also identical for raiding.

    working together to accomplish a goal in raiding is the same concept, its just subjective preference, and its up to the person themselves what is deemed a social experience, not you as an observer.
    (3)

  9. #19
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by raelgun View Post
    Also everything you have just described is also identical for raiding.
    Can't say I agree with you but your entitled to your opinion.

    I'm just not how you equate a dungeon to Crafting/gathering/battle all in one, spanning a community wider than 7 other players (Sorry even if you can pre-made Crystal tower the only relevant content happens with 7 other people and you can only do it once a week) involving a entire overworld.

    But you could be right...in perspective that's all the same as a tightly controlled corridor.
    (0)
    Last edited by Jynx; 12-27-2014 at 04:31 AM.

  10. #20
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Jynx View Post
    Can't say I agree with you but your entitled to your opinion.

    I'm just not how you equate a dungeon to Crafting/gathering/battle all in one, spanning a community wider than 7 other players (Sorry even if you can pre-made Crystal tower the only relevant content happens with 7 other people and you can only do it once a week) involving a entire overworld.

    But you could be right...in perspective that's all the same as a tightly controlled corridor.
    Except the corridor works both ways. The crafting market really isn't a social function, in fact, most people in an 8 man raid group is bound to find at least one dedicated crafter among their static.


    It's a failing of logic to say that a singular game mechanics is responsible for encouraging social function. A mechanic a veteran of FFXI often makes. This is simply not true. The higher social functions of older MMO titles such as Everquest and FFXI was due to a large, overcast environment of progressive inconveniences that forced players to interact. A lack of recruitment functions, exorbitant pricing and investments for any sort of accomplishments, high participation requirements for content to be completed and long... oh so long grinds.

    People grouped out of desperation to get things done, not out of a desire to connect. This lead to many abusive social systems and stigmas that we are still dealing with in the genre today, in addition to it being one of the major factors that kept the MMO market highly niche.

    If anything, the ease of play availability is allowing players who are more social in nature to actually socialize, to gather together for player-made content and open events, and the ease of FC recruitment and social interactions. The difficulty is, the scope of an individual player is narrowed the larger the actual player base becomes. The narrower the base, the more repeat faces you see, and the more social you become with them. The less you see them due to the wider group you're dealing with, the less social they become.

    Thus having the social skills to actually get involved with someone becomes all the more important. The mechanics of the game aren't doing the work of establishing familiarity for you, at least, not unless you find yourself in more remote corners of the game where you see the same people more frequently. (PvP, high end crafing, Roleplaying, etc.) And still, more legwork on behalf of the player is needed because the average requirement for a play session is lower. Far less waiting around, more getting things actually done. A player with outside interests or obligations are far less likely to be social. And in a game with greater ease of time investment, there are going to be more present than before.

    So, no, tieing crafts to progression isn't going to magically make the game more social. FFXIV 1.0 was more social due to the much smaller, closer knit base that stuck around in spite of the game's faults, not due to any one mechanic. Players who want to socialize in a modern MMO, need to do the necessary legwork require to sift tough the players who are not interested in a the trappings of old MMOs as an excuse or instrument to get others to socialize with them. It actually takes some networking.
    (2)

Page 2 of 3 FirstFirst 1 2 3 LastLast