It's funny how they said "there's no point for ship building and cake making".
It's funny because that's their job as developers, to make it have meaning.
Duh.
It's funny how they said "there's no point for ship building and cake making".
It's funny because that's their job as developers, to make it have meaning.
Duh.
I kind of understand what he means though. What is the point in developing a meaning for these things over others? Do you honestly think this should be developed over top of, say, the Materia System or the new crafting recipe and HQ edits? I think the biggest reason of, "why" is why "this" over "that"?
I think it's important to edit yourself, especially in this type of position, down to what YOU think is important towards your vision. Personally, I feel that company group crafting projects seem a lot less intriguing that what is coming down the pipe line.
Last edited by BruceyBruceyBangBang; 09-17-2011 at 08:17 AM.
"Why this over that" is a question I honestly don't think the dev team ever asked themselves.I kind of understand what he means though. What is the point in developing a meaning for these things over others? Do you honestly think this should be developed over top of, say, the Materia System or the new crafting recipe and HQ edits? I think the biggest reason of, "why" is why "this" over "that"?
I think it's important to edit yourself, especially in this type of position, down to what YOU think is important towards your vision. Personally, I feel that company group crafting projects seem a lot less intriguing that what is coming down the pipe line.
- Half the players hated spamming actions so they added autoattack which half the players hate.
Net effect: nothing.
- Economy ruined by easy-mode gear drops so they add materia system to combat a problem they added.
Net effect: nothing.
- Materia system makes HQ crafting too complicated so they have to oversimplify the system to accommodate it.
Net effect: less than nothing.
- Oversimplification of crafting system turns the crafting process into a material grind, negating any kind of skilful play for crafters (guaranteed HQ success).
Net effect: stupid
There's nothing wrong with bringing a topic back up for discussion. Although anybody reading this now should know this topic is from before 2.0 was announced, and it was a criticism of the direction of the game.
While many of the criticisms of this thread are being addressed by 2.0, what is troubling is that many of the things that were -perhaps needlessly- altered have not been planned to be remedied.
This post is very poignant now, 9 months later."Why this over that" is a question I honestly don't think the dev team ever asked themselves.
- Half the players hated spamming actions so they added autoattack which half the players hate.
Net effect: nothing.
- Economy ruined by easy-mode gear drops so they add materia system to combat a problem they added.
Net effect: nothing.
- Materia system makes HQ crafting too complicated so they have to oversimplify the system to accommodate it.
Net effect: less than nothing.
- Oversimplification of crafting system turns the crafting process into a material grind, negating any kind of skilful play for crafters (guaranteed HQ success).
Net effect: stupid
Remember crafting when it first came out? Crafters were necessary in all areas of the game, for end game weapons and armor to every accessory in the game. Now, crafters are cut out of the equation by end game progression and low level NMs.
While looking forward to 2.0 let's not lose sight of the overall picture.
There's still loads of gear that's best in slot for some classes and it's all crafted. The majority of double and trip melds are better than lots of endgame gear.There's nothing wrong with bringing a topic back up for discussion. Although anybody reading this now should know this topic is from before 2.0 was announced, and it was a criticism of the direction of the game.
While many of the criticisms of this thread are being addressed by 2.0, what is troubling is that many of the things that were -perhaps needlessly- altered have not been planned to be remedied.
This post is very poignant now, 9 months later.
Remember crafting when it first came out? Crafters were necessary in all areas of the game, for end game weapons and armor to every accessory in the game. Now, crafters are cut out of the equation by end game progression and low level NMs.
While looking forward to 2.0 let's not lose sight of the overall picture.
Not arguing against you per say, just saying that crafters are still relevant.
Actually that is an interesting point. Does triple melding make crafters more relevant? I don't think it does. In America, most of us would never ask someone to triple meld an item for us. The existence of melding is like another personal grind to take on. You would never think of who the best crafter is to try to make that item for you, since it's all based on luck. So you grind that particular craft up just so you can repair your own gear and meld your own items. I would go further and say that most of the people that do that aren't that into their craft and don't even actively make and sell items on the markets in that particular craft. Now that I think about it, it sort of make the concept of crafting even worse than it originally was.
Not arguing with you either, but you have to admit that the vision of crafting as it originally was was so much better than how the landscape looks now. Imagine that, no gear ever dropped anywhere in the game. That fact really made crafting special. Anytime you saw any gear of any kind, you realized that a crafter put their time into that item. Now when you look around it's easy just to see piles of junk.
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