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  1. #11
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Snow_Princess View Post
    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. 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 guess we should just cut out the main story, and job quests, and unlocking quests and... make each crafting item only require "blacksmith materials" "carpenter materials" and "culinarian materials" etc, since that makes functionality over story right?

    You say they should stop using low level items, but then those are no longer used at all and serve "no point other than for a few synths".

    They removed some of the more ridiculous parts used in crafting, like having to make "helmet lining" before crafting the helmet, all they did was cut a step out, but the raw materials are still used. They DID NOT REMOVE ANY BASE MATERIALS. Thats just simplifying the steps, not ignoring story.

    The game functionality is fine. You gather mats, craft, receive crafted item. The game does not work for you because you hold onto everything you possibly can just in case. This is a separate issue.
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    Last edited by Valkyrie_Lenneth; 10-15-2017 at 03:23 AM.