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  1. #1
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    Quote Originally Posted by Griss View Post
    Don't necessarily disagree here okiura. Have said many, many times that while the mini game is fun for a while it ceases to be so after you have spent a while with it. then again the same can be said about most things becoming boring and mind numbing through bulk repetition. And your right the state of the back and forth has changed since i last posted in the thread.

    But to those that want the system as a whole to remain as is and want the dev's to change the crafting mini game.
    Mark my words, even if they were to totaly revamp the mini game and I'm talking a total change be it to randomly connecting pipes or even to something along the lines of the dol mini-games. With in a month or two there you would be right back to the same place of "crafting being boring and repetitive". Want a really big hint to why that would be and what would be at the root of increased fatigue and burnout on the system use? Well it just might have something to do with there being 6-7 sub synths involved with making a simple leather belt from scratch.

    The whole darn mess needs to be reworked, and the work has to start somewhere. tackling the recipe side first (the bigger of the two monsters) seems like a good a place as any to me.
    i fully agree with this, my complaint on the recpie side is there addressing the wrong issue there. you should be able to make parts with almost all raw mats then tie them all together in the final synth, the need to do little fiddley bits like a belt buckle is over kill. atm it is raw mats > ingot > plate > buckle just for a part, personally i like it like that and my ideal non mmo rpg would work like this, but in the mmo world i can see it's too much it's the parts recpies that i feel they should be addressing and not removing them all together.

    Edit: using a belt as a example was porb not my best decsion what i'm saying is making a buckle for say a front part is a step too far, stop @ the plate stage and use that instead althouh this may only seem like 1 less stage a plate is more universal and can be used in lot of other synths where a buckle is normaly specific to only 1.
    (0)
    Last edited by Okiura; 08-21-2011 at 06:41 AM.

  2. #2
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    darkstarpoet1's Avatar
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    Mar 2011
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    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Okiura View Post
    atm it is raw mats > ingot > plate > buckle just for a part, personally i like it like that and my ideal non mmo rpg would work like this, but in the mmo world i can see it's too much it's the parts recpies that i feel they should be addressing and not removing them all together.
    you realize that is an incorrect statement. yes it makes the buckle, but it makes so much more than 1 buckle. you can also buy most buckles in the wards for quite less than it would cost you to synth to make just 1. the reason is anything is cheaper when mass produced.

    4 ores makes 12 nuggets.
    3 nuggets makes 12 squares
    you make an extra synth and you have 24

    now you have 6 nuggets and 24 squares.

    you take 1 nugget and 2 squares to make 12 buckles.

    you have plenty of mats to do that 6 times and you would actually have 72 buckles and 12 squares at the end of that synth. you do not use that to make 1 because if you only want 1 it's cheaper to buy one buckle. you need 1 buckle so you have now created 71 buckles and 12 squares to make profit off into the wards system so you not only make the piece you need, but wound up with extra gil afterwards.
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  3. #3
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    Quote Originally Posted by darkstarpoet1 View Post
    you realize that is an incorrect statement. yes it makes the buckle, but it makes so much more than 1 buckle. you can also buy most buckles in the wards for quite less than it would cost you to synth to make just 1. the reason is anything is cheaper when mass produced.

    4 ores makes 12 nuggets.
    3 nuggets makes 12 squares
    you make an extra synth and you have 24

    now you have 6 nuggets and 24 squares.

    you take 1 nugget and 2 squares to make 12 buckles.

    you have plenty of mats to do that 6 times and you would actually have 72 buckles and 12 squares at the end of that synth. you do not use that to make 1 because if you only want 1 it's cheaper to buy one buckle. you need 1 buckle so you have now created 71 buckles and 12 squares to make profit off into the wards system so you not only make the piece you need, but wound up with extra gil afterwards.
    yes i know this is incorrect but i think u missed my point, i probably wasn't very clear.

    i'm against the changes but i can see some streamlining needs to be done, the point i was trying to make is if the buckle was replaced with a plate it is more universal the plate can also replace another item like a spear clasp. doing this will remove i lot of little fiddley items simplfying the current parts system alot w/o doing too much damage to the things ppl like about the current recpies. this is called streamlining.

    removing the parts system and need for sub classes is a step to far, it's not going to make crafting any easier or any more enjoyable process to the ppl who currently don't like to craft, but it will take somthing away from the ppl that do like to craft.

    Edit: will add another example that someone else against the changes came up with 400+ posts ago, a hammer handle is a hammer handle, there is no need for a bunch of diffrent ones for each hammer, 1 uninversal hammer handle for each grade would suffice.
    (2)
    Last edited by Okiura; 08-21-2011 at 12:06 PM.