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  1. #41
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Estellios View Post
    Yeah I have heard similar ideas to that one being tossed around a few times. It would be a pretty great way to buy/sell gear that's a color no one ever makes.

    I'm really not too sure how you would make Quality/Touchups mean much without having it influence HQ chance, although it didn't really seem to matter anyway... That's why I wondered if it had anything to do with making applying Materia less risky. When precious gear is at stake, any chance at getting that gear super-powered but greatly reducing the risk would be a huge deal.
    as a pretty much full time crafter i can promise quality and touch ups did mean alot. the luck factor is and has always been too high and had too much of a bearing on the outcome though. that was why i posted the above example of a way in which they could have had all of those ideas relevant and worked together.

    i just wanted to feel like i accomplished something by taking my time and working hard on a craft to get it super high quality. neither the method before nor the method coming is really doing anything to increase the feel of satisfaction of actually taking that time and effort. one was way too completely luck based and the other is too predetermined for my taste.
    (1)


    http://crystalknights.guildwork.com/

  2. #42
    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 Konachibi View Post
    What you are proposing is a player-operated leve system.

    This sounds like a very good idea (b'.')b

    When I first began to read your post I was thinking you were going to suggest a 'craft finder' tool to the option menu.

    As it turned out what I was thinking you were thinking and what you were actually thinking were quite different, and your idea is far better. Also I'd end up spending hoooouuuurs hanging around at the weavers guild just making and handing over the needs of the many.

    This also means that crafters would be seen as a more beneficial part of the game, as you wouldn't be forced to only be able to buy the things they choose to create and sell, you could dictate the thing you want and I'm sure crafters would be only too happy to go along with it for the means of gaining gil, xp and guild marks.
    exactly. that's also the reason i wanted it to show who placed the order and show the person buying who filled the order. it would break down some of the language barriers and allow you to see who needs help and who is willing to help. i think the game needs more ways to interact with each other because more interaction means more chances to make friends and in a mmo a friend can be a great thing.

    the xp, gil, and guild marks would just be a way for you to entice more crafters to take part and help out. most would likely do so already, but an extra incentive never hurts.
    (0)


    http://crystalknights.guildwork.com/

  3. #43
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    Join Date
    Aug 2011
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    684
    Quote Originally Posted by darkstarpoet1 View Post
    exactly. that's also the reason i wanted it to show who placed the order and show the person buying who filled the order. it would break down some of the language barriers and allow you to see who needs help and who is willing to help. i think the game needs more ways to interact with each other because more interaction means more chances to make friends and in a mmo a friend can be a great thing.

    the xp, gil, and guild marks would just be a way for you to entice more crafters to take part and help out. most would likely do so already, but an extra incentive never hurts.
    That's what was so good about this game at release when the population was high. You could go to any crafting guild and ask someone to make you something.

    I made so many aquiantances this way, english and japanese alike.

    If they streamlined it with an actual hard-coded system, that would probably help a lot of people.
    (1)

  4. #44
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by User201109011315 View Post
    That's what was so good about this game at release when the population was high. You could go to any crafting guild and ask someone to make you something.

    I made so many aquiantances this way, english and japanese alike.

    If they streamlined it with an actual hard-coded system, that would probably help a lot of people.
    yes, when the population was high and you went into any guild there was 20+ people in there of all ranging levels someone was always willing to help. the problem i run into now is although i can make most of my own items the server is dead. i am always making items for friends for free and mostly only ask for the cost of the guild support or shard cost or materials. i just enjoy helping people. on my server if you go into a guild and ask for help there's usually only 1-2 people in the guild and maybe one is high enough to help.

    at least this way if you go in and nobody is there you could order it and an inflated price(it'd have to be for the market to not get destroyed by buying from a npc) and it could stay up for a set amount of time. this would keep people from sitting in the guild and waiting for someone to come in to help them out. i stated inflated, but i am not talking about a drastic increase, but a small amount higher than that item can be expected to be purchased in the wards.
    (0)


    http://crystalknights.guildwork.com/

  5. #45
    Player
    Konachibi's Avatar
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    Aug 2011
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    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    yes, when the population was high and you went into any guild there was 20+ people in there of all ranging levels someone was always willing to help. the problem i run into now is although i can make most of my own items the server is dead. i am always making items for friends for free and mostly only ask for the cost of the guild support or shard cost or materials. i just enjoy helping people. on my server if you go into a guild and ask for help there's usually only 1-2 people in the guild and maybe one is high enough to help.

    at least this way if you go in and nobody is there you could order it and an inflated price(it'd have to be for the market to not get destroyed by buying from a npc) and it could stay up for a set amount of time. this would keep people from sitting in the guild and waiting for someone to come in to help them out. i stated inflated, but i am not talking about a drastic increase, but a small amount higher than that item can be expected to be purchased in the wards.
    Perhaps include a service charge for advertising your wanted item in the guild?

  6. #46
    Player
    Falcus's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    673
    Character
    Ineli Falcus
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Quote Originally Posted by VydarrTyr View Post
    Yeah, my highest quality ever is in the 680 range, with about 5 touch ups ... and it was NQ. /sigh

    But in my case, it kind of makes sense. Because I'm a terrible crafter. Although the first item I ever made in the game was a rope belt, with just over 100 quality ... and it was a +2. So for about 5 minutes, I was convinced that I was the best crafter in the history of ever. But over the ensuing several months, I've proven that that's most definitely not true.
    I've never crafted anything higher than +1 so you're not too bad xD
    (0)
    Quote Originally Posted by Macha View Post
    You win, Mr. Falcus! (no prize for you)

  7. #47
    Player
    Nero's Avatar
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    Mar 2011
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    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    he said a change to reward skillful crafting not making hq mats having a 100% success rate on hq items.
    Didnt they say that you will get a 100% HQ Item if all the mats are HQ, after the Adjustments in the upcoming patches?
    (0)

  8. #48
    Player
    Konachibi's Avatar
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    Aug 2011
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    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by Nero View Post
    Didnt they say that you will get a 100% HQ Item if all the mats are HQ, after the Adjustments in the upcoming patches?
    Yup they did. That's what much of the debate is about. People wanting the difficulty of getting full HQ mats to make HQ items vs. people who prefer the luck-based system the game currently possesses.

  9. #49
    Player
    Nero's Avatar
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    Mar 2011
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    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Konachibi View Post
    Yup they did. That's what much of the debate is about. People wanting the difficulty of getting full HQ mats to make HQ items vs. people who prefer the luck-based system the game currently possesses.
    Oh i see.

    Personally i would prefer "some" luck still. Even with all HQ-Mats there should be still a chance of getting just NQ, due using a certain Skill at the wrong Moment. Like you could fu*k up making Stuff irl, if you do something wrong.

    But also the adjustments should go more into the direction of higher rate of HQ's if it comes to the Parts. For the finished Items it should be a little bit higher than it is right now.. but not to much. I saw a lot of HQ+3 Items allready.. also the NM-Drops as in Tricorne or Weapons.. so it is not impossible. Making it easier would end up in everyone having those Items and they wont mean Shit anymore. E-peen ftw.. its a Game.. so E-peen is allowed.
    (0)

  10. #50
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    Join Date
    Aug 2011
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    684
    Guaranteed HQs with HQ mats promotes unskilful play.

    Too much randomness promotes unskilful play.

    Solve this issue please without screwing something else up in the process.
    (0)

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