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  1. #11
    Player

    Join Date
    Oct 2011
    Posts
    1,561
    Quote Originally Posted by Buckles View Post
    -snip-
    Remember prior to 3.0 at all? Back when you had to farm days or weeks to get enough unspoiled node materials to trade for an upgrade which were gated behind limited spawn times and quantity could gather from any given node...or bothered with grinding for hours, days or weeks to get the masterbooks or to get your lucis/supra's and such. Even if you went the buy materials route you still had to at some stage spend hours or days saving up/grinding gil enough to buy the materials. Take forager main hand for example which required 60 unspoiled node logs if I recall correctly and could only gain between 1-4 generally per hour of which you could not buy the logs or trade for them with other players. Then another 30 for the hat.

    People seem to be forgetting every single thing in this game is gated in some form from character lvls restricting content, quest restrictions, stat restrictions, gear restrictions, tome/seal restrictions, completion of dungeons/trials and raids locked behind the competence rest of the group plus queue times, node restrictions, fishing location and bait restrictions, gil restrictions gated behind time/effort and supply/demand, class and skill restrictions, crafting quality/quantity/progress restrictions and the entire rest of this game which is designed to slow your progress every single step of the way. Let's not forget most aspects of this game are tied into RNG in some form or another. The scripts are an additional restriction but do not presume or try to suggest you were not restricted a lot even before it's implementation. 5 hours mentioned is not a vast amount of time and crafting has always had an element of RNG hence why prior to 3.0 when got your quality on an item up to even 99% it could still fail to produce a HQ version.
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    Last edited by Snugglebutt; 08-01-2015 at 05:18 AM.