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  1. #1
    Player
    MN_14's Avatar
    Join Date
    Feb 2015
    Posts
    297
    Character
    Minerva Nakts
    World
    Coeurl
    Main Class
    Weaver Lv 80
    Quote Originally Posted by QT_Melon View Post
    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.
    RNG at least provided a mechanism for you to learn and master. Yes, you'll do far better once you've figured out an ideal method, but it isn't as simple as looking at your starting cp and then coming up with a combination of memorized button presses. It provides differentiation in player effectiveness and speed, giving someone a reason to study and master it. Raids also become a lot easier once the problem and solution is figured out.

    In terms of tokens, you won't end up with a lot of useless NQ ones if they design it properly. For the ARR master 2 tokens, i had 0 wasted NQ tokens because those could be traded for the supra. Master 2 tokens are an example of where you really benefited if you learned how to craft properly and had minimal wastage.

    I'm not in favor of making all crafts difficult, but there should be some kind of balance. Standard easy difficult crafts and tough ones where you actually have to consider probabilities, design strategies, and make decisions mid craft.

    Macros also aren't likely to go away and have always been around. But in ARR, they often gave hilarious results where you ran out of CP mid macro and had to reclaim, or didn't build enough IQ stacks and had to reclaim. Using a macro was detrimental in terms of material loss from failed reclaims and outright slow speed. In ARR and HW, any crafter who took the freehand approach and waltz right past a macro/rotation user.
    (0)

  2. #2
    Player
    QT_Melon's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    1,150
    Character
    Qt Melon
    World
    Cactuar
    Main Class
    Bard Lv 100
    Quote Originally Posted by MN_14 View Post
    RNG at least provided a mechanism for you to learn and master.
    Eh, the formula was the recipe difficulty level going against your stats, and figuring how many steps to finish the craft.
    The next was how many stacks with buffs would land at a percentage.
    Then with how much CP can you spend to achieve this step.

    Trying to say RNG made you master it is like saying the 1.0 "Finer Miner" and "Out on a Limb" made you a master gatherer. It was where the dice rolled.

    The real way to master is learning how to deal with certain skills/CP disabled because you'd have to work out the math with what was leftover. If it happened to you randomly where skill sets were disabled, there's your challenge. We all know we wouldn't want that to happen because the game would be frustrating and unplayable. Sadly, the Ixali Beast tribe quests were actually on the right track of making it challenging at certain levels.

    In ARR and HW, any crafter who took the freehand approach and waltz right past a macro/rotation user.
    This is an artist mindset (being one myself) we care about the journey and progress. However, the end of this, everyone else cares about the results. Can X person HQ this or not. Does the NPC care about whether or not you used a macro, or do they care your craft met the standard. In the end that's pretty much all that matters.
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