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  1. #11
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
    Posts
    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by Bacent View Post
    Assumptions. I see the 'point' you're trying to make.
    chrys·o·lite
    ˈkrisəˌlīt
    noun
    a yellowish-green or brownish variety of olivine, used as a gemstone

    ob·sid·i·an
    əbˈsidēən,äbˈsidēən
    noun
    a hard, dark, glasslike volcanic rock formed by the rapid solidification of lava without crystallization


    Really, so one could easily replace the other? One is a crystal/gemstone, while the other doesn't crystallize and is glasslike. Both have widely differing uses.

    Don't compare stuff blindly when you can't be arsed to look things up.


    And so what? about Palladium and Durium. You can only use so many metals that actually exist in games before you need to throw in some fantasy based ones to keep things going, or even altering stuff that exists in real life and having the area/climate/ect directly affect what goes on

    Metals made up in this way can have much differing characteristics cause by the existence of creatures that don't exist, as well as a magic based world altering things that could never happen in real life. Fantasy items like that honestly interest me because I wonder what happened different in the game's world that caused those elements to exist. You're just taking the items at a flat face value and nothing more.

    Here's the difference between iron sand, and iron ore

    Iron Sand - It comprises mainly magnetite, Fe3O4, and also contains small amounts of titanium, silica, manganese, calcium and vanadium.

    Iron ore - The iron itself is usually found in the form of magnetite (Fe3O4, 72.4% Fe), hematite (Fe2O3, 69.9% Fe), goethite (FeO(OH), 62.9% Fe), limonite (FeO(OH)·n(H2O), 55% Fe) or siderite (FeCO3, 48.2% Fe).



    Did I lose you? Iron Ore and Iron Sand have differing elements occurring in them. If things work the same in the game's world for the items, I don't see why Palladium Sand/Ore would be all that different in what composes the item themselves.


    And another known fact - Many high priced metals in real life have small bits of cheap/common elements in it. It's part of stuff being an ALLOY.

    Think there might be more purity in a high steel ingot compared to a steel ingot? Maybe there's better materials that are a bit more scarce.


    Also, do you know the difference in a log and a branch? They should be fairly obvious. There's differing factors depending on the tree its self. What's the hardness rating of the wood when it's been worked with. How much stronger is the log compared to the branch. The grain of the wood. Are you using the center cut of multiple logs to get the best quality out of the wood. SO MANY FACTORS THAT GO IN TO WHAT YOU ARE MAKING!!!!!!!


    Stop thinking of in game items as just 'bits of code that can be changed to make stuff easier', and try treating things like actual items that you hold and work with. The crafting process people do in game reflects a bit of the process IRL that goes into making items.

    You can't just get rid of items and force other things to just replace them. Could you get rid of a baby and then put another baby in their place and say it's the same thing?
    I will make it clearer for you, functionally > story. I care not for names at all. This game is not working as is, so I am giving ideas how to trim out receptive items. Repetitive items means same items that come from the same node that serve like purposes in synths, like the items I listed. i do not care if they rename them after removing the receptive items. I am here pointing out how it can be better managed. Funny how other games that I know does not have this issue with too many items for crafting. I said all this in my last post, and you are making me repeat myself, I hope you understand now. So if you understood my point, you wouldn't of made this post that means nothing to me.

    I also stated why having fishing poles having a branch be the main thing went over your head, also you did not rebuttal the camphor issue, or the Palladium Sand/Durium Sand thing. That SHOULD BE one sand, and everything else kept the same, there be no difference in story or gameplay. They are not even real.

    SE can do whatever they want and they sure can, remember functionality and game play > petty story. This game has too many items , and do not know a single person that cares about what items are used in what like you are. So please, when you reply again, understand my point? There are TOO MANY ITEMS IN THIS GAME, we need item removal, and they did it before going to 2.0. how come your not whining about how we do not have to carry arrows and have bolt heads and other materials that got removed? So your story debate is invalid. Extra immersion is nice, but not at the cost of game functionality.
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    Last edited by Snow_Princess; 10-15-2017 at 03:22 AM.