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  1. #141
    Player
    Lulza's Avatar
    Join Date
    Oct 2013
    Posts
    26
    Character
    Gunboat Diplomat
    World
    Odin
    Main Class
    Archer Lv 90
    Quote Originally Posted by Caimie_Tsukino View Post
    4.05 crafting disappointment
    It's not just a disappointment, it's a disaster.

    Two new ridiculously overpowered skills that render most other skills useless, remove any variety or decision making in rotations or how much to spend on melding.

    By extension they also destroy the gathering game by making hq items worthless.

    The crafting dev team is better than this, it's almost like a producer walked in screaming "make it easier" and they just chopped CP costs.

    Crafting is permanently broken until they increase the CP costs on Prudent and Manipulation II.
    (2)

  2. #142
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Quote Originally Posted by QT_Melon View Post
    This is all conspiratorial, and shows no proof of them making crafting easier for bag space reasons.

    People are still having random HQ ingredients pop into their bags as they gather for themselves, some people feel safer with a certain % to start a craft off with, etc. Aside from those that have the gear and know-how to use full NQ mats... which is probably a small number, SE's net gain on server resources is minimal.

    If they wanted to ease their servers and allot for more bag space by eliminating the need for HQ materials, they would have scrapped the ability to gather HQ items from new nodes at the start of the xpack. This is either intended to get more people crafting or was an 'oversight' when trying to add cool new abilities.
    (1)
    Last edited by Cleanse; 08-02-2017 at 07:22 AM.

  3. #143
    Player
    QT_Melon's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    1,150
    Character
    Qt Melon
    World
    Cactuar
    Main Class
    Bard Lv 100
    You realize "reducing" is not synonymous with "eliminate"
    (0)

  4. #144
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    Quote Originally Posted by QT_Melon View Post
    You realize "reducing" is not synonymous with "eliminate"
    Yes, as he said...

    Quote Originally Posted by Cleanse View Post
    People are still having random HQ ingredients pop into their bags as they gather for themselves, some people feel safer with a certain % to start a craft off with, etc. Aside from those that have the gear and know-how to use full NQ mats... which is probably a small number, SE's net gain on server resources is minimal.
    There's tons of simpler, more realistic reasons that SE would have made crafting easier. Your explanation honestly sounds like less a reason and more a very tiny side effect. This would have an extremely minimal effect on server stress even on a large scale. So minimal, in fact, that I doubt it's even by a measurable extent.
    (1)

  5. #145
    Player
    magnanimousCynic's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    487
    Character
    Wynne Yilmaz
    World
    Gilgamesh
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lulza View Post
    Two new ridiculously overpowered skills that render most other skills useless, remove any variety or decision making in rotations or how much to spend on melding.
    What do Prudent Touch and Manipulation II have anything to do with melding? Feels like you're just throwing that out there.

    Quote Originally Posted by Lulza View Post
    By extension they also destroy the gathering game by making hq items worthless.
    Haven't we consistently had rotations throughout the patches that required minimal or no HQ mats for 100%? HQ materials will always be valuable to those who don't have the best gear, don't use the best rotations, or are using the minimal melds required.

    Quote Originally Posted by Lulza View Post
    The crafting dev team is better than this, it's almost like a producer walked in screaming "make it easier" and they just chopped CP costs.
    Have you ever considered that they do want crafting to be easier so more people do it? The 61-70 skills are a good indicator that they want inexperienced crafters to have an easier time to craft items. Is there a problem with that?

    Besides, our rotations will naturally become better over time. Since we keep getting more and more CP while rotations stay at somewhat the same duration, we will naturally make better rotations with higher HQ% chance.

    Quote Originally Posted by Lulza View Post
    Crafting is permanently broken until they increase the CP costs on Prudent and Manipulation II.
    Do people not want new and better skills? Unless you want SE to make skills that are worse than what we had or skills that are too niche for general use (3.0 Specialist), then we will eventually get skills that are better than our old ones.

    Seriously. It seems like some crafters here developed Stockholm Syndrome with their relationship to Hasty Touch.
    (2)
    Last edited by magnanimousCynic; 08-02-2017 at 05:11 PM.
    I was the Almighty Enkidu for April Fools 2017.

    Quote Originally Posted by Beckett View Post
    To be fair, it's not so much a flame war as it's 12 pages of people agreeing the OP is an idiot.

  6. #146
    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 Vandril View Post
    There's tons of simpler, more realistic reasons that SE would have made crafting easier. Your explanation honestly sounds like less a reason and more a very tiny side effect. This would have an extremely minimal effect on server stress even on a large scale. So minimal, in fact, that I doubt it's even by a measurable extent.
    And he also said right after
    If they wanted to ease their servers and allot for more bag space by eliminating the need for HQ materials, they would have scrapped the ability to gather HQ items from new nodes at the start of the xpack. This is either intended to get more people crafting or was an 'oversight' when trying to add cool new abilities.

    So again, reduction is not equivalent to eliminate. When you multiply the factor of how many items can be consolidated that "tiny amount" adds up for a player having to juggle mats. Don't confuse "less stress" on the servers, as a way to not have to include more inventory slots for the players. They're making it easier for player to decide if they need both stacks of materials in their inventory instead of adding more slots.

    Think of it as SE giving us a shoe tree and shelves to figure out how to organize things instead of worrying about where they need to knock down a wall and make a bigger closet.
    (0)
    Last edited by QT_Melon; 08-02-2017 at 04:42 PM.

  7. #147
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Like I said, and you bolded, if it was an intentional way to ease bag space / server stress they would have stopped making HQ materials be a thing, but they didn't.

    Quote Originally Posted by QT_Melon View Post
    They're making it easier for player to decide if they need both stacks of materials in their inventory instead of adding more slots.
    Unintentionally.
    (0)
    Last edited by Cleanse; 08-02-2017 at 11:45 PM.

  8. #148
    Player
    Elamys's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    1,566
    Character
    Song Sparrow
    World
    Balmung
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by magnanimousCynic View Post
    What do Prudent Touch and Manipulation II have anything to do with melding? Feels like you're just throwing that out there.
    They're so strong that you don't need to meld much, not to the level you needed to before.

    Have you ever considered that they do want crafting to be easier so more people do it? The 61-70 skills are a good indicator that they want inexperienced crafters to have an easier time to craft items. Is there a problem with that?
    It's obvious they wanted crafting to be easier, but for those of us who have been dedicated crafters for a while, we just want something that makes our work feel worthwhile.

    Nobody is saying they don't want new skills. Nobody is saying they don't want other people to be able to craft. It would just be nice if there was a set of crafts for those who want to have a bit of a challenge, instead of just hitting a button and AFKing.
    (2)

    cerise leclaire
    (bad omnicrafter & terrible astrologian)

  9. #149
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    Quote Originally Posted by QT_Melon View Post
    Don't confuse "less stress" on the servers, as a way to not have to include more inventory slots for the players.
    Quote Originally Posted by QT_Melon View Post
    It may be a bit of both, but to give you an idea how the current inventory works, is that this is apparently inherited from legacy code. The inventory system still uses design from FFXI (2002) since the game was originally trying to repeat the success of that title. The inventory system has created quite a bit of technical debt. What the game does in order to prevent as little loss of your items as possible (as well as cheat prevention) is that creates a capture point/transfer of all your inventory every 15 seconds.

    It does this for example, every time you zone or queue into duty.
    What you're describing in your earlier quote is how the inventory system the game uses causes server stress. You insinuate that the reason they're having trouble giving us more inventory space is the server stress it causes. If your argument that they made HQ materials almost unnecessary to reduce the need for increased inventory space is to be taken at face value, then you're saying that they made this change because the other solution (actually increasing inventory size) would increase server stress. Perhaps it would have been more eloquent for me to have said "to avoid increasing server stress", but the basis of my point doesn't change either way.

    Quote Originally Posted by QT_Melon View Post
    When you multiply the factor of how many items can be consolidated that "tiny amount" adds up for a player having to juggle mats.
    No. No it doesn't add up to a significant amount at all. That's exactly what I was saying. Even on the large scale, the difference is so minimal that it may as well be a margin error. You don't make design decisions based on effects equivalent to margin errors. It's much more reasonable to assume that the effect this has on player inventory is a coincidental side effect of the change rather than even a small part of the reason behind it.
    (1)
    If you're incompetent, you can’t know you’re incompetent. The skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is.
    - David Dunning

  10. #150
    Player
    QT_Melon's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    1,150
    Character
    Qt Melon
    World
    Cactuar
    Main Class
    Bard Lv 100
    Never underestimate how something "small" stacks up when you have a playerbase this large. If the Devs don't want to add on due to stress, they're going to find ways to alleviate the need for more inventory slots, even more so since there are more patch cycles ahead meaning more items to accrue.
    (0)

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