Um, you drop the gear that's easier to get not harder, unless you are saying that all 35 slots of your armoury chest have rare items that are hard to regain? Otherwise you created a nonsensical hyperbole.Yeah, lemme just casually run Ultimate Coil again to get that one weapon I threw away because I should throw away stuff and get it again because "It's very easy to stop hoarding gear".
At this point, we should have already gotten a very basic glamour log. I'm with 8 retainers, granted there's a lot of empty slots between them, but four are almost filled to the brim with literally glamour gear. Nothing else.
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.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 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.
Last edited by Snow_Princess; 10-15-2017 at 03:22 AM.
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?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.
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.
Last edited by Valkyrie_Lenneth; 10-15-2017 at 03:23 AM.
Ignoring what I said and taken to unwanted extremes as always while putting words in my mouth. I am just going to say "no" to that post. You did not even comment correctly what I was saying about low level materials. You do not understand my points at all, but then again it is something you always do.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 makesfunctionality 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.
Last edited by Snow_Princess; 10-15-2017 at 03:28 AM.
> Plays Final Fantasy.
> Complains about the Fantasy being well-crafted and in-depth.
I'm almost impressed.
It is fine that they think they are creating some great immersive world but having the right ratio of stuff to make Copper. But they also need to design inside the limits of their servers. If they didn't have to keep worrying about server strain for inventory where could that time be spent. When the sky is the limit, designing it is great. When it isn't and you repeatedly use excuse's infrastructure, manpower, money you look a little (insert derogatory term of choice here).
And you are immediately dismissive of anyone who does not agree with you regarding this matter. It goes both ways sister.Ignoring what I said and taken to unwanted extremes as always while putting words in my mouth. I am just going to say "no" to that post. You did not even comment correctly what I was saying about low level materials. You do not understand my points at all, but then again it is something you always do.
No I am not, stop harassing me. Here is why your post is out of line, maybe it is good to reply to other people as well? You can't just stawman me/ attack me (depending who you are referencing) then blame me for being dismissive when you can't even understand what I am saying. Of course I am going to be dismissive if you are not even replying in such a way that shows you are understanding what I am saying?
It is fine that they think they are creating some great immersive world but having the right ratio of stuff to make Copper. But they also need to design inside the limits of their servers. If they didn't have to keep worrying about server strain for inventory where could that time be spent. When the sky is the limit, designing it is great. When it isn't and you repeatedly use excuse's infrastructure, manpower, money you look a little (insert derogatory term of choice here).
ITT:
10charsSomeone disagrees with my opinion therefore they are attacking me.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.