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  1. #1
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    No it does not address what I am talking about. Now please answer my questions?

    it is a trend apparently.
    Then please clarify where it doesnt answer the question, since I am apparently too dumb to understand on my own. Thanks!

    Quote Originally Posted by Ama_Hamada View Post
    Yes it was clear, you just want to change things around because you like to be negative and attack people by putting words in their mouths.

    For the last part it is clear you are not understanding, If you gather 99 items per 10 mins, slow that down to 99 items per hour, when you do this, this means you should require less per synth so like 2 sands for a nugget, not 5, and get around the 99 x 8 bloat, this is not very hard. It is basically the same item gain to result ratio, just removing bloat of item inflation. If you where not a negative person you would simply ask for clarification what you do not understand, not trying to attack people by putting words in their mouth.

    You cannot change everything going to 1.0 to 2.0 while keeping one the same (cul) that creates refutations on that craft and craft imbalance of people willing to do it just because of item bloat issues.

    How does slowing down how much you gather in a time frame make it require less per synth? One does not correlate to the other. It would just take longer to gather the amount needed in order to do that one synth. And currently, it does take about an hour to gain a stack of something. They would have to adjust both, but they could just reduce the amount needed, and not reduce the amount you gather.

    I don't understand what changed between 1.0 and 2.0 other than them removing the need to make parts for equipment. Nothing changed for CUL because you didn't have to filet a fish or core an apple before using them in a synth.

    Quote Originally Posted by Ama_Hamada View Post
    Lets say a miner gains 99 sands per hour, this means it makes ... ( round to 100 for simple) 20 nuggets per hour. So if this miner mines for 4 hours, they got 4 spots of bloat, to make 80 nuggets.

    Lets change it so you gain 25 sands an hour, more like 1.0 pace of gathering (more exp per hit, less item gain per hit, slower item gain) IN 4 HOURS YOU only GAIN one stack, not 4. So because of this you should make nuggets only take 2 sands now. now it is 50 nuggets, not 100, so the ingots those go into take less nuggets and so on.

    Also wrong they took items out because the ps3 couldn't handle it, lamo (all the items 1.0 had)
    Umm, how does ps3 have anything to do with them taking out synth recipes?

    And how would they make gathering slower? 1 or 2 hits per node? Get rid of node or gathering skill buffs to amount gathered? That would make things incredibly tedious. They could just make things require less mats without slowing down gathering, I don't see why one requires the other.
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    Last edited by Valkyrie_Lenneth; 05-15-2017 at 06:40 AM.

  2. #2
    Player
    Ama_Hamada's Avatar
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    Jan 2017
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    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Valkyrie_Lenneth View Post
    And how would they make gathering slower? 1 or 2 hits per node? Get rid of node or gathering skill buffs to amount gathered? That would make things incredibly tedious. They could just make things require less mats without slowing down gathering, I don't see why one requires the other.
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3

    One requires the other because then you will have a flooded market board with unused items, like those obsidian ores.... They are just taking space on the market board doing nothing being sold for 5-80 gil each ( all types) because hardly nothing uses them. When you have a gathering gain you need to consume them at a reasonable rate otherwise you get flooding. This is likely why they increased the material costs compared to 2.0.

    As for how do it, I said how do it, return gathering to 1.0, you want tedious? that is the system now. You take longer to get an item, but more exp in return, so you do not have item bloat like you do now.

    That or just make stacks of 999, again not everything on the list is one thing, but giving different ideas. I do not know what it is easier for them to do, but that issue needs some kind of addressing.
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  3. #3
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
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    Limsa Lominsa
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    8,038
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    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3

    One requires the other because then you will have a flooded market board with unused items, like those obsidian ores.... They are just taking space on the market board doing nothing being sold for 5-80 gil each ( all types) because hardly nothing uses them. When you have a gathering gain you need to consume them at a reasonable rate otherwise you get flooding. This is likely why they increased the material costs compared to 2.0.

    As for how do it, I said how do it, return gathering to 1.0, you want tedious? that is the system now. You take longer to get an item, but more exp in return, so you do not have item bloat like you do now.

    That or just make stacks of 999, again not everything on the list is one thing, but giving different ideas. I do not know what it is easier for them to do, but that issue needs some kind of addressing.
    No, the game engine itself was the reason it wasn't put on ps3. Higher end PC's could barely run the game when it released. There was actually more items in 2.0 overall than 1.0.

    at max level you dont need exp, so that shouldnt factor in to a lvl 50, 60, or 70 synth or gathering attempt. making gathering slower would mean you spend an equal amount of time for less results, i dont think anyone would truly be happy with that, even if they made it take less to craft.

    taking 4 hours to craft 50 items vs 4 hours to craft 80 items, and needing 2 vs 4. that makes 25 vs 20 finished items. Not very efficient, it would have to have a much higher yield, especially for the amount of time spent, and if you go back to the rng that was 1.0 gathering.

    And if anyone has done the gathering minigame in gold saucer, that was literally the 1.0 gathering minigame. it was basically like fishing is no, no choice on what you obtained. that would make gathering take even longer than your 4 hours.
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    Last edited by Valkyrie_Lenneth; 05-15-2017 at 08:24 AM.

  4. #4
    Player
    Felis's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3
    Not really. Inventory during 1.0 was much more limited.
    Back at 1.0 launch we had only 1 retainer for free. It was planned to sell more retainers for 1$ extra monthly sub each, which never came. Instead we got a 2nd retainer for free.
    Max capacity were 80 items and max. stacks was 12 each stack. No special bag for gears. Have for each class it's own gear without sharing most of the gear? Luxury.

    Oh, and around dozen of different mats only to repair your gears or pay ~50k gil to the repair npc (was around the reward of 3 leves)
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    Last edited by Felis; 05-15-2017 at 08:52 AM.

  5. #5
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ama_Hamada View Post
    For PS3, they had to remove items and shrink space so it could be playable. From what I was told, part of the reason 1.0 was never for PS3

    One requires the other because then you will have a flooded market board with unused items, like those obsidian ores.... They are just taking space on the market board doing nothing being sold for 5-80 gil each ( all types) because hardly nothing uses them. When you have a gathering gain you need to consume them at a reasonable rate otherwise you get flooding. This is likely why they increased the material costs compared to 2.0.

    As for how do it, I said how do it, return gathering to 1.0, you want tedious? that is the system now. You take longer to get an item, but more exp in return, so you do not have item bloat like you do now.

    That or just make stacks of 999, again not everything on the list is one thing, but giving different ideas. I do not know what it is easier for them to do, but that issue needs some kind of addressing.
    The material costs probably have first and foremost to do with levels of precision available in the process of gathering, and the general output/ease of gathering. In 1.0, gathering nodes were spread throughout zones. While hostile monsters covered less of the land, that still meant a higher general requirement of stealth, and far longer trips between nodes. In addition, each gathering attempt came with a mini-game, which therein involved a chance of failure beyond your mere stats, along with differentiation between success and critical success (not simply HQ items). I'm not sure how many levels were included between those. When 2.0 pushed gathering out of the majority of the game world, isolating it instead to small, tight loops of nodes, each of which only had a chance of failure based on your stats, naturally people came to gather the same amounts in a lot less time. Moreover, if there was no only a success/HQ success/failure, there wouldn't need to be any further modifiers inflating the maximum number of possible drops from a single attempt, so you could then keep the loot table output and more controlled. I expect that this and the increased material requirements worked hand in hand to counter the output difference involved in their decision to isolate and facilitate (however gimmick-ly) gathering.

    Quote Originally Posted by Ama_Hamada View Post
    Here:
    Gather less yer yield, less required per craft.
    THE END RESULT what you can craft now would be the same after and spend the same amount of time on, the only difference is less item bloat.
    That's not the only result. As with any number squish, there's also a potential loss for precision/differentiation. That doesn't particularly matter at this point, as there are no modifiers to output beyond simple stat-based dice rolls and the node-specific chance, loot, or attempt count buffs, but it would be something to consider with any revision aiming to make gathering more engaging.

    Side-note: I don't remember the PS3 as being mentioned in having issues handling the list item "list" or total number of items possible (after all, we've more now than then, and PS3s are handling just fine), and the only difference between the "inventory list" and our current, more standardized inventory grid is that you used to see smaller thumbnails of each item, arranged in resortable in different orders and categories (alphabetical by default), with the full name written out, as compared to a larger thumbnail and item names shown only on mouseover/grid-select. There also used to be a lootlist, or temporary storage from which all party members could grab loot, of up to 15 slots. No reason was given for its removal, although the PS3 could clearly handle it for the entirety of 1.x's life; I personally have missed it since, as it was a great way to handle the distribution of group loot, especially when including less valuable materials.

    All other points of that post I mostly agree with, though.

    Quote Originally Posted by Valkyrie_Lenneth View Post
    No, the game engine itself was the reason it wasn't put on ps3. Higher end PC's could barely run the game when it released. There was actually more items in 2.0 overall than 1.0.
    I played 1.x on standard settings at ~30 fps on a potato of a computer. Overall, I'd have to say it looked slightly better than when playing 2.0 on the same settings, again at ~30 fps (dipping more in the open world due to higher doodad count than in 1.x but about equal in cities and truly open area), on the same rig. I don't know why people are so quick to perpetuate this myth that 1.x was unplayable. In general, the world design changed drastically and the lighting started looking a lot more washed out, the skin more plastic, and the character lower in poly-count, and a lot of things lost resolution. I didn't gain any FPS over the transition from 1.x to 2.0 at the same settings; I just got more doodads strewn about the open world that changed the feeling from a frontier to a mostly settled theme park. That change attracted more players, and the amount of objects viewable at one time was allegedly impossible for Crystal Tools (though in turn, Luminous has made no show of giving back the higher resolution or poly counts than CT had), making the Luminous Engine superior in terms of attracting players. But it was not some miracle breakthrough, nor was Crystal Tools unusable refuse.
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    Last edited by Shurrikhan; 05-15-2017 at 11:24 AM.