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  1. #1
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    PS: I still see most of the people supporting to have quite obvious misunderstandings of the changes brought up in the post.
    I'm sorry, but you failed to point out any misunderstandings I have about the changes brought up in Yoshi-P's post with your statements below. So... really? Cleverly switching it back on me without any back up substance?

    a crafters job is to craft the item. yes, alot of us farm our own items so having to spend 5x the amount of time doing this boring battle systems in place now farming materials to be able to get back to what i enjoy is stupid. making a iron ingot is easy now and will be easy then. what was difficult to get now was a hq part that needed multiple hq items. that part of the complexity is gone and was the most rewarding for myself and many others.

    getting the hq parts then getting high quality and getting the hq finished item on touch ups was a good feeling. now if i get a hq ingot i will be assured i get a hq final piece of gear. this shows that the dev team has no idea of what the crafters actually enjoy about the system. they also have no clue of what the reviews on this game actually talked good about. the armory system and crafting system were the 2 things that got good reviews.
    However, it will be quite difficult to craft an HQ Ingot. The challenge is not being removed. It is being relocated.

    There were plenty of crafters that wanted more of a sense of control over HQ results. Getting all HQ mats and having Quality go as high as 500 or 600 with a combination of skills, patience and luck just to see it persist in an NQ result while some crafters could get very lucky and achieve a +2 without even using more than 0 or 1 HQ mats is a major issue. The presence of Luck is much too dominant.

    I'd much rather a system where obtaining all the necessary HQ ingredients is very challenging, but once that goal is achieved you can enjoy the fruits of your efforts.

    What you see here is not a misunderstanding. It is a difference of opinion.
    (7)

  2. #2
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by NoctisUmbra View Post
    I'm sorry, but you failed to point out any misunderstandings I have about the changes brought up in Yoshi-P's post with your statements below. So... really? Cleverly switching it back on me without any back up substance?



    However, it will be quite difficult to craft an HQ Ingot. The challenge is not being removed. It is being relocated.

    There were plenty of crafters that wanted more of a sense of control over HQ results. Getting all HQ mats and having Quality go as high as 500 or 600 with a combination of skills, patience and luck just to see it persist in an NQ result while some crafters could get very lucky and achieve a +2 without even using more than 0 or 1 HQ mats is a major issue. The presence of Luck is much too dominant.

    I'd much rather a system where obtaining all the necessary HQ ingredients is very challenging, but once that goal is achieved you can enjoy the fruits of your efforts.

    What you see here is not a misunderstanding. It is a difference of opinion.
    it was brought up months a much easier solution, but because they want to go down to the lowest common denominator it hurts mid and high level in that craft. ok i do agree with you on the luck issue being too much of an influence. that was very frustrating. now follow me through a simple list of fixes that would have made it better overall and if you disagree point out the flaws.

    fix 1: part fixes: in low level crafts needing a part(not basic strap, but like leather shoulder guards on a weaver synth) be removed and replaced by a basic item(such as a leather strap). as the crafts become more complex in level the need for parts from other crafts would become more acceptable, but as far as a low level synth with people just starting crafts it is not needed. items made by other classes in low level synths should be commonly used items such as buckles, straps, yarns, cloth, and squares.

    also there is no need fore a hammer that is a r21 synth to require a hammer head that requires a r40 to make. lowering the level required to make the parts to be around the same level. if the hammer is r21 all parts should be @25 or below. you should never have to look for someone 20 levels above you to make a synth for an item you can make.

    fix 2: adjustments to the mini game: this one i am not sure how to really improve. there's many things that can be done to make it more fun that hitting standard, but to me a more quest based leveling through the guilds or people requesting items would be a nice way to do so. say you are bored of grinding and wanted to do something different you could go to the guild and see if they had generic guild tasks or if a real player has requested an item for your rank.

    say you wanted a cotton robe(red), but none were in the wards you could go to the guild and place an order with them to have it made and the npc would have a set price for you there. the crafters could come to the guild and check out the order list and say ok i can fill this order. it would be a nice way to actually have crafters you have never met be able to assist with the items that are not for sale and would be a win win both sides.

    yes, you would still have grinding, but i just feel other options like the ones above would work for getting rid of the constant grind as well as help the overall economic process. the guild could give bonus sp for filling their orders. the bonus sp and the gil paid for the gear orders wold seem to be an incentive for the crafters to do such.

    fix 3: changes in the hq system: right now luck does play too much of a role into the hqing of items. to me alot of that has to do with the role that hq parts have in the equation. right now if you put in all hq mats you can start off with quality of 300+. to me the items do not make a difference in the final product. it should be skill driven.

    change 1. have all the bonuses from hq parts to the final quality be removed(the final item is not really high quality because of the pieces) and have all of the bonuses go into the durability. so you would start off with 200 durability and 0 quality to start the synth instead of 200 durability and 300 quality.

    change 2. now that no matter what items you start off with you have 0 quality the actual final quality would depend on pure skill and not standard bashing and then touch ups.

    starting with 0 quality the results could look like

    0-99 quality after finishing = sure nq with a chance for hq+1
    100-200 quality after finishing = sure hq+1 with a chance for hq+2
    200-300 quality after finishing = sure hq+2 with a chance for hq+3
    300+ quality after finishing = sure hq+3

    that would still have the luck factor as a minor factor in the chance you may get a higher hq, but you would be able to know that you're not going to get multiple 600 quality nq's. it would allow the skills you have learned and your actual ability to determine the outcome of the synth.

    this is the type of changes i could see working. i am not against change, but i just wish changes were more logical. these are full classes and to continue to be they will actually have to make it to where skill is the determining factor instead of who wants to go out and farm more items.

    edit: i know super long book i posted. i am sorry for that, but you said you wanted suggestions on how to fix them so i took the time to type them out.
    (5)


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