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  1. #11
    Player
    QT_Melon's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    1,150
    Character
    Qt Melon
    World
    Cactuar
    Main Class
    Bard Lv 100
    The skill only comes in for the initial problem. After that, there won't be a real variable unless there's some RNG involved afterwards (not meeting stats to HQ it). Keeping RNG doesn't add to the skill if you know the problem and solutions. That's the bottom problem. It is what Drivana has said. Doesn't mean I hate the system, but it is what it is and I'm fine with it. I don't want to be crafting tokens that can only be HQ, and need some arbitrary # of them and the non NQ ones take up space until some arbitrary # of them can be turned in for a stupid food leaving me in a spot to hoard them since I can't use them for anything else. Thank you devs for making the system much more flexible HW on, HW was like the first experiment to see how to improve the crafting system and after all the complaints SB made it more accessible.

    The only way to keep crafting "skill based" is if you had a PoTD type crafting zone where moving can cause certain abilities to be disabled, max CP decreased, off hand unavailable, someone falls into a trap and turns into a gatherer etc.. Then limit an amount of party members to go in there and try to build items to get them out within an allotted amount of time. You can get rewards like tier 6 materia. But I feel like even then someone will start up a post and complain about how SE can't design things go in some tirade and not be constructive on how to improve the gameplay and that they hate the RNG Gods. :P
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    Last edited by QT_Melon; 07-22-2017 at 11:28 PM.