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  1. #381
    Player

    Join Date
    Aug 2011
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    171
    Quote Originally Posted by Kiote View Post
    As for the how would I fix the UI thing, I have no idea. Honestly, I have tried to think of a solution for it but the only thing that comes to mind would be a little mini game.. Don't think that would go over to well. But despite my inability to fix the problem it is still the problem. The number one reason people don't craft is because it is not engaging. There is no denying it. It's a simple fact.
    my solution:

    a simple auto/manual

    auto = repetive sysths that u don't care about hq's and u know you can do w/o abilites, just click and collect.
    manual = as it is now, but a bit more info on the synth status and make you work for them HQ's
    (1)

  2. #382
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Denmo View Post
    I wasn't aware that players were leveling their craft mainly on parts like Leather vamps. It seems to me they'll just have to find other stackable items to level on instead. Like say, I dunno, leather?
    Unfortunately for your theory, leveling on leather doesn't work because to make leather you have to be 5-10 level higher than when you can use it. But of course instead of addressing that issue they decided to remove Facilities and Treatises...
    (1)

  3. #383
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    I think one of the major problems when this team makes changes, is they dont understand what the game theory behind certain things are, and they dont apply any game theory to the changes they put into place.

    First of all, finished products taking longer to craft made sense, because in general, you didnt skill up on finished products, they were made to either sell, or to wear. You skilled up on simple recipes, like iron nugget = iron needle. Once you were making a veleveteen doublet you were making it for people to buy, or for yourself, so the time investment of 30 minutes as someone said, was reflecting the cost of making it. You would rather pay 100k than make one yourself? perfect because the item now has a real value, furthermore someone who really wanted to make a lot of them was able to streamline the process down to a much smaller time investment, by thinking ahead and making deals. When you skilled up on cloth, then on making backs, then on the clothing, that was the actual intellegient part of crafting and manufacturing.

    The reason it takes you long is because you are not a manufacture style crafter, you were not competing with them. They gathered many parts ahead of time, in bulk, while taking the time to gather just what is needed for 1 coat took a long time, gathering the same mats for 20 takes substantially less, because you obtain them in bulk.

    Simplifying recipes isnt really the big issue in crafting, that is the mistake, The issue is not that there is a ton of items needed, the issue it gets tedious to actually craft for leveling purposes. The issue was mostly around the minigame, the involvement required. As far as actual crafting most of these changes are irrelevant, because people only put in the recipe once, then they pull it from the list.

    Eliminating needing guild bonuses, works cross purpose to giving towns a unique identity, and increasing the likelyhood and reasons for finding a blacksmith in the blacksmith town. Taking out the need for treatise gives a crafter a lot less milestones and goals to work toward, it also eliminates a crafter choosing his focus, and planning ahead how he plans to level, and what he plans to mostly be good at making until he can get what he deems is the less important books.

    Overall they are actually making crafting a lot less entertaining, which means people will want it even easier, and less part of the game because its tedious.

    to give an example, if they have a portion of a game where you have to drive, and driving entails driving in a straight line holding down a button, everyone will say its tedious, and takes too long and is no fun. If they add a part that is on par with a racing simulator game, people that love racing will enjoy it greatly, the people who dont, wont do that part, but in a large varied community, its better to make things that appeal to certain people, rather than make something that appeals to no one. In this case people are going to want even more to eliminate the whole crafting process.

    in all honesty if they want to go this direction fine, but then dont muck around about it, just kill it, dont make people drive down a straight road for 1000 hours with nothing entertaining about it. Instead of making the whole crafting aspect more fun, they are only making it even more of a grind, with even less thought, but the exact same amount of robotic crafting.

    I wont even touch upon the obvious economic issues and flaws with taking out the demand for about 50% of materials (believe it or not, having all those parts used up way more materials)
    (11)

  4. #384
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Okiura View Post
    my solution:

    a simple auto/manual

    auto = repetive sysths that u don't care about hq's and u know you can do w/o abilites, just click and collect.
    manual = as it is now, but a bit more info on the synth status and make you work for them HQ's
    No thanks, that is possibly the only thing more boring than what we have now.
    (0)

  5. #385
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I really hope some parts of the "old system" will come back in a way. What's wrong with -some- cross class crafting? Maybe not from lvl 1 but from 25+. I also think it's okay for a lvl 50 crafter to need stuff from 2-4 other professions if it's an awesome item.

    * In the future, it will be made so that players benefit from developing skills in multiple disciplines.
    I hope this is true. lol

    Sometimes it feels like the players complain and instead of changing parts of it, everything gets thrown out the window.
    Just like enemy AI. Or the EXP bar in the menu (witch looked way better than the current bar, but ppl were too lazy to press -). I usually approve changes by Yoshi's team, but this time I don't really like it.
    (2)

  6. #386
    Player

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    Aug 2011
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    171
    Quote Originally Posted by Kiote View Post
    No thanks, that is possibly the only thing more boring than what we have now.
    k make the manual more or a mini game?
    (0)

  7. #387
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Geesus View Post
    No what they said was this:
    "•Removal of Crafting Facility and Treatise Requirements
    As with secondary class skills, crafting facilities and treatises are virtually essential for current recipes. New recipes, however, will require neither at this point in time.

    * Alternate uses are being considered for crafting facilities and treatises." <--- This
    I can highlight stuff too.

    Patch 1.19 will see existing synthesis recipes revised, and new ones added.

    The patch will introduce new recipes designed with accessible synthesis in mind. Barring some exceptions, the new recipes will boast simplified steps and ingredients over existing ones.

    * The following adjustments will affect new recipes only.
    * Old recipes will remain valid concurrently with new recipes for a time, after which they will be removed completely.

  8. #388
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Okiura View Post
    my solution:

    a simple auto/manual

    auto = repetive sysths that u don't care about hq's and u know you can do w/o abilites, just click and collect.
    manual = as it is now, but a bit more info on the synth status and make you work for them HQ's
    Would that they would do the same for battling using FFXII's gambit system.

    But leather caps out at a certain point, and parts recipes were used so that people could get more "SP bang for their buck" for less raw materials. So you could craft nuggets, then ingots then make sheets or what not.

    I don't know if you've seen the price of buffalo hide lately, but if you haven't you may want to take a look before suggesting people grind on that exclusively.
    I have no doubt that the changes will cause a major shift in the markets and be an affront to the status quo that crafters are used to now.

    I also have no doubt that the markets will change accordingly (albeit slowly, unless the market wards are overhauled or an AH is introduced). There will be discrepencies that even the developers can't predict. Players will complain, and they will make adjustments accordingly.

    However, complaining now about something that hasn't been implemented won't change much except bring attention to what could happen

    (and bring attention to people's anal retention)
    (1)

  9. #389
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Okiura View Post
    k make the manual more of a mini game?
    I think that's the way to go, but it would have to be different for every craft and would have to get more difficult as you leveled up or it would just become just as boring as the current system.
    (0)

  10. #390
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    24
    I'm in favor of the changes 100%
    They should, however, make it so those who are more into crafting use their skills to create the best weapons.
    In other words, reward skillful play in some way.
    (2)

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