Page 6 of 12 FirstFirst ... 4 5 6 7 8 ... LastLast
Results 51 to 60 of 112
  1. #51
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by JunseiKei View Post
    Gathering, however, takes days. Hitting every node for 5 hours, roughly every 5 minutes, to gain something around 27 materia that has a 10%,7% or 5% chance of success is not very fun. That's tedious, made so by the time gating of nodes and the slow regeneration rates of GP, even with the use of cordials.
    Gathering overmelds are largely irrelevant though. Basic white 80 gear with grade 6 and no overmeld is plenty to gather ephemeral nodes and 2 star mats. The overmeld is just a QoL to bump yield up a little.

    The best bet right now is to do the basic melds and spend all your custom deliveries on DoL. If you're a crafter, convert your accessories when they hit 100% and make new ones. This will let you accumulate materia gradually incase it matters in a later patch.
    (1)

  2. #52
    Player
    Arthrun's Avatar
    Join Date
    Jan 2019
    Posts
    84
    Character
    Arthrun Findore
    World
    Faerie
    Main Class
    Samurai Lv 80
    I just really hope these changes to help new crafters to get into it. If people coming form WoW or other games where crafting is just too simple in comparison to FFXIV, it just incredibly intimidating and not intuitive at all. I always wanted an additional source of income, but I have been turned off by professions because of how it is currently.
    (0)

  3. #53
    Player
    Nyvara's Avatar
    Join Date
    Oct 2017
    Location
    Gridania
    Posts
    404
    Character
    Thurien Storme
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zfz View Post
    Personally I find these unfun:
    • Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
    • Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
    I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.

    Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
    Sorry no. For me Crafting did not become fun until I learned about macros. Before then it was mind boggling complex. Again I only speak for myself when I say I don't craft to compete or make gil I do it to help friends or for my own enjoyment. That is my fun. Crafting should not have a savage level at end game where only 3%(made up number!) of the games population can do it.
    (4)

  4. #54
    Player
    NanaWiloh's Avatar
    Join Date
    Aug 2015
    Posts
    2,458
    Character
    Nana Wiloh
    World
    Lamia
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Zfz View Post
    Personally I find these unfun:
    • Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
    • Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
    I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.

    Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
    Macro's do not change the effectiveness of a crafting rotation. You put garabage rotation into a macro its still a garabage rotation the macro does not change that fact. All macro's do is make it so you dont have to hit each button in your rotation manually..
    (4)
    Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!

  5. #55
    Player
    Driavna's Avatar
    Join Date
    Sep 2013
    Posts
    1,459
    Character
    Elara Almasombria
    World
    Sagittarius
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Zfz View Post
    Personally I find these unfun:
    • Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
    • Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
    I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.

    Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
    Please, tell me: how fun is for you to manually crafting more than 100 collectables for scrips + all the side parts because quick synthesis fail rate is unacceptable? If you want to remove macros, first you need to fix this problem.

    Also, a lot of crafters enjoy preparing their own macros (myself included) to suit their needs/gear and also sharing them.

    I will also say that is extremely disappointing that people always aim to make crafting more annoying instead of more fun. I will like for SE to revamp al DoH so each one feels and works like a unique crafting class. That way, instead of just having to learn one way of crafting we will need to learn 8 crafting methods.
    (2)
    Last edited by Driavna; 09-17-2019 at 07:01 AM.

  6. #56
    Player
    Nabril's Avatar
    Join Date
    May 2018
    Posts
    352
    Character
    Dorion Borstein
    World
    Halicarnassus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by frostmagemari View Post
    Honestly, i'm skeptical of the implied changes. I've been finding crafting too easy to succeed at since the end of Stormblood and subsequent launch of Shadowbringers; and by succeed, i don't just mean being able to craft something, i mean how easy it is to HQ something from even zero HQ mats.
    Will these changes be good? Who can say.. i am skeptical though, especially since I've enjoyed since the relaunch of ARR and i'd rather it not get made even easier than it is now.

    Unless you're seeing something different than me it says "New content for avid crafters", with nothing said about the difficulty of said crafts. That could just mean that they've added more things, not that the things they add will be more engaging or rewarding to do.
    I'm sorry that you are feeling sad about higher success rates. I don't understand why though. I'm confused actually. Do you want higher failure rates? More impossible HQ bars? What would fix this for you?

    Perhaps do away with crafting gear altogether? Because endgame crafting gear is supposed to give crafters big bonuses. Would you like to see that all thrown out? You cannot make it difficult to craft in endgame gear without also making it impossible to craft in starting gear so the only option would be to remove crafting gear completely. Then, everyone has the same difficulty with only higher levels unlocking more difficulty crafts that can only be crafted by using HQ mats.

    My point is: What would you propose? To make crafting difficult for your tastes. how would you do it?
    (0)

  7. #57
    Player
    Nabril's Avatar
    Join Date
    May 2018
    Posts
    352
    Character
    Dorion Borstein
    World
    Halicarnassus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Zfz View Post
    Personally I find these unfun:
    • Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
    • Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
    I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.

    Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.
    How hard is it to do it by hand? Not hard at all. I saw a macro on Reddit, read it over, stripped it down, and rebuilt it as my own. I do computer programming as a hobby. How complicated do you really think crafting would be for me? Do you think crafting should be like a raid boss? Require split second timing, mechanics based on situations, and a repair healer pet that you'd have to micromanage in order to keep your durability up so that you could complete the craft before the enrage timer? Because that's what it would take before I'd find crafting complicated.

    Is that what you want? How far would you be willing to go to remove my macros? Because it really would require making crafting operate like a raid boss. Just keep that in mind.
    (2)
    Last edited by Nabril; 09-17-2019 at 07:11 AM.

  8. #58
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Driavna View Post
    Please, tell me: how fun is for you to manually crafting more than 100 collectables for scrips + all the side parts because quick synthesis fail rate is unacceptable? If you want to remove macros, first you need to fix this problem.
    Please don't think of my opinions as if I only want macros banned and everything else kept the same. I'm talking in very general directions. Any changes would obviously require other parts of the crafting system to change accordingly to provide a good gameplay experience. But nobody's going to sit here and write a 20 page design document.

    For non-macro interactive crafting, I was actually thinking more about the end-game products one would sell on the market board. Not the weekly scrip grind. But since you mention that: wouldn't you also prefer the weekly scrip cap to require a lot less crafts, but each craft being more interesting? I think the reason we end up with such excessive number of crafts is exactly because they're tuning the numbers with automation in mind.

    The 5.1 overhaul includes a review to quick synth, too.

    Not saying that's exactly what they will do, but I would prefer if things move in that direction instead of just being a weekly Netflix+macro session.
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  9. #59
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Nabril View Post
    Is that what you want? How far would you be willing to go to remove my macros? Because it really would require making crafting operate like a raid boss. Just keep that in mind.
    Dynamic events with penalties to Quality. Macros cannot react to events and hence it can be tuned such that a human player can easily respond to those events for 100% HQ while macros mostly end up with low HQ percentages.
    (1)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  10. 09-17-2019 07:25 AM

  11. #60
    Player
    Mistyregions's Avatar
    Join Date
    Apr 2019
    Posts
    424
    Character
    Misty Regions
    World
    Brynhildr
    Main Class
    Warrior Lv 80
    Quote Originally Posted by frostmagemari View Post
    You don't live in that world, because that world doesn't exist. No one jokes about ARR or subsequent expansions as beta tests nor do people refer to those that played classes during them as beta testers. Keep on trying to lie though. It's funny now, but not for the reasons you want it to be.


    Now this, i can definitely agree with. The UI for fishing can definitely use updating to make it more on par with the gathering log of the other two DoL, as in it's current state it isn't helpful to anyone playing the game.
    Man I just cant even, you dont get a joke NO CRAP TURBO NO ONE WAS BETA TESTING IT THE JOKE WAS ABOUT PEOPLE WHO BEEN PLAYING THE GAME SINCE 1.0 AND HAD TIME TO LEVEL UP EVERYTHING AND ARE MAX LEVEL, COMPLAINING ABOUT HOW ALL THIS IS GOING TO EFFECT THEM.

    Lord have mercy, you are dense.
    (1)

Page 6 of 12 FirstFirst ... 4 5 6 7 8 ... LastLast