why does crafting need to be difficult?
why does crafting need to be difficult?
I was also thinking that would probably be the least exploitable way they could make the ranking system work, because the best (And normally horribly overkill) rotations require use of the specialist actions which require planning and timing to use; likely too much for botters to bother making a script to handle it.I think you could get around this with an unlimited quality bar for the crafting in question. Your place on the leaderboard wouldn't be based on quantity contribution but quality. This creates an inverse to the scenario that crafting usually follows.
The aim would be to extend the craft as long as possible in order to fit in as many quality increases as possible while still being able to finish the progress bar. Botting wouldn't be very effective there. CP efficiency becomes a bigger concern, and limitations that bar certain actions that shift around ensure you have a variety of crafting conditions so that you approach each week must also differ.
I think there's potential, but they also do like taking the easy way out.
Unfortunately, they still have the advantage of virtually unlimited resources and materia since all of the most "dedicated" crafters on my server have at least one mule account that's constantly farming mats or scrips for them.
whats wrong with balance? it feels incredibly unnecessary and slightly breaks the game. why do you want everything to be easy? theres no diversity or balance in that, and it undermines no-life crafter’s efforts
Last edited by CookiesNCreams; 07-24-2019 at 05:42 PM.
So some people can feel superior because they dump an unreasonable amount of time into stuff while others choose not to.
Basic human psychology, really. Most of us strive for that one area where we excel beyond our peers. Personally, I just think that crafting is not the right avenue to channel these feelings into because there is no actual skill involved. Never was. Just raw time commitment.
Hmm maybe "No-life crafters" should get a life then. *ducks and runs for cover*
@Granyala
I have a home job now, but when I had an office job, I still managed to earn hundreds of millions of Gil a month like I do now. Not as much, but I still made it work. Being condescending is really quite rude of you, and is really unnecessary for this discussion. You like easy crafting, good for you. But at the very least, let’s not silence and troll players that actually enjoy the game enough to “no-life” it and request challenges out of the game, mkay?
Last edited by CookiesNCreams; 07-24-2019 at 08:56 PM.
To what end would you be progressing? How far do you want your hardcore recipes to go?And do you realize Square Enix can simply make more challenging recipes even after you have received those gear pieces? Without high stat gear pieces, it doesn’t motivate many crafters to even do Ishgard as the compensation will be poor. Please don’t be so narrow minded, because not everything has to end at one destination. It can continue to keep progressing.
It's very clear that you don't want to be rewarded with glamours, so what would these hardcore recipes even make? Do you just want to be able to near-infinitely be able to get better and better gear?
DoW/M gear wouldn't be exclusively tied to these hardcore recipes, neither would the DoH/L gear required to craft said DoW/M gear. If they did, most people would simply avoid the crafted DoW/M, since the effort would surpass the useability. If they'd make both current and hardcore recipes for the same DoW/M gear, how would you differentiate between the two?
Your hardcore recipes would be a niche, something for a small section of the playerbase, similar to big fishing being a niche for fishers.
It's easy to say "Make crafting more challenging" or "Please don't be so narrow minded", without actually coming up with any possible solutions. Can you elaborate on what you'd actually want, aside from "higher stats"?
Basically it loses the journey, the challenge and the satisfaction when you, entirely self-sufficiently, craft your first end-game item. Games like WoW where crafting is simply a mere click, tend to dislike their crafting system, where FF14's has been praised as the most indepth and immersive seen in any game.
Crafting doesn't need to become super-intense, rng-infested, top 1% exclusive. In most areas its fine. Crafting is in a good spot while leveling. It's fine if most players can craft most of the items in the game. It's just at the top endgame it should have a little difficulty. Something to make you think about your melds, have to work a bit to get the materials, have to gear properly before you have the privilege of being able to afk macro stuff. Such as during SB when the first craft set came out. It's not asking much.
Thank you. Best explanation.Basically it loses the journey, the challenge and the satisfaction when you, entirely self-sufficiently, craft your first end-game item. Games like WoW where crafting is simply a mere click, tend to dislike their crafting system, where FF14's has been praised as the most indepth and immersive seen in any game.
Crafting doesn't need to become super-intense, rng-infested, top 1% exclusive. In most areas its fine. Crafting is in a good spot while leveling. It's fine if most players can craft most of the items in the game. It's just at the top endgame it should have a little difficulty. Something to make you think about your melds, have to work a bit to get the materials, have to gear properly before you have the privilege of being able to afk macro stuff. Such as during SB when the first craft set came out. It's not asking much.
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