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  1. #1
    Player
    Nandrolone's Avatar
    Join Date
    Nov 2019
    Posts
    224
    Character
    Kyara Nemura
    World
    Raiden
    Main Class
    Alchemist Lv 90
    Crafting was too overwhelming and frightening for newer players back in ARR and HW, I can understand that. However, for those people who preferred a challenge (in this case, It should be master recipes) they are denied that challenge and cannot ever get that back. This happened once SB arrived/4.0. Rotations could much more easily be fitted into macros than ever before, as all it consisted of mostly, were Prudent Touches. Guaranteed touches that have no consequence to the craft.

    And again, this would be fine for regular crafting, but master recipes shouldn’t have to go through this. When you nuke an entire system’s difficulty, (can we please not go into the RNG =/= difficultly thing for just this once and just bear with me...) you effectively get rid of what made it so unique in the first place. Yes, I know high end crafters could set prices high on the market. Yes, I know you wanted to be apart of it. Yes, it was time consuming. Yes, it was unfair. But most games have an RNG system set in place to keep items/content very rare and flashy. That’s the only way it can work. If you remove RNG and make everything guaranteed to work with no thought, the content and items set in place become very meaningless and not as fun to work towards.

    Not everyone likes not having a special endgame goal. Most people enjoy challenges and the rewards that come along with it. Final Fantasy XIV once had a unique crafting system, but the developers had to remove what made it so unique, in order to reel in more subscribers. It’s really sad they chose that route, but so be it. I assume the “Casual and Hardcore” thread influenced them to make hard Ishgard recipes in 5.2, but nothing will make them bring crafting to the way it once was, or similar to it. It’ll always be a copy/paste macro thing, It’ll always be far too easy, and it’ll always be minimal in terms of reward. FFXIV currently rules this mmo generation, but once the next mmo generation begins in the next few years, I guarantee something else will be on top. And whatever that is, I’m sure it’s crafting system will not be tailored towards minimalistic effort like how this game is.

    This game’s crafting community consists of people arguing over RNG =/= Difficultly, and casual players that often request for QoL updates that really affect its overall difficulty. It’s just bad compared to how it used to be. Fighting, arguing, laziness, it’s crazy and really sad.

    Sorry for being long winded.
    (4)
    Last edited by Nandrolone; 12-11-2019 at 03:06 AM.

  2. #2
    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 Nandrolone View Post
    Crafting was too overwhelming and frightening for newer players back in ARR and HW, I can understand that. However, for those people who preferred a challenge (in this case, It should be master recipes) they are denied that challenge and cannot ever get that back. This happened once SB arrived/4.0. Rotations could much more easily be fitted into macros than ever before, as all it consisted of mostly, were Prudent Touches. Guaranteed touches that have no consequence to the craft.

    And again, this would be fine for regular crafting, but master recipes shouldn’t have to go through this. When you nuke an entire system’s difficulty, (can we please not go into the RNG =/= difficultly thing for just this once and just bear with me...) you effectively get rid of what made it so unique in the first place. Yes, I know high end crafters could set prices high on the market. Yes, I know you wanted to be apart of it. Yes, it was time consuming. Yes, it was unfair. But most games have an RNG system set in place to keep items/content very rare and flashy. That’s the only way it can work. If you remove RNG and make everything guaranteed to work with no thought, the content and items set in place become very meaningless and not as fun to work towards.

    Not everyone likes not having a special endgame goal. Most people enjoy challenges and the rewards that come along with it. Final Fantasy XIV once had a unique crafting system, but the developers had to remove what made it so unique, in order to reel in more subscribers. It’s really sad they chose that route, but so be it. I assume the “Casual and Hardcore” thread influenced them to make hard Ishgard recipes in 5.2, but nothing will make them bring crafting to the way it once was, or similar to it. It’ll always be a copy/paste macro thing, It’ll always be far too easy, and it’ll always be minimal in terms of reward. FFXIV currently rules this mmo generation, but once the next mmo generation begins in the next few years, I guarantee something else will be on top. And whatever that is, I’m sure it’s crafting system will not be tailored towards minimalistic effort like how this game is.

    This game’s crafting community consists of people arguing over RNG =/= Difficultly, and casual players that often request for QoL updates that really affect its overall difficulty. It’s just bad compared to how it used to be. Fighting, arguing, laziness, it’s crazy and really sad.

    Sorry for being long winded.

    Most games dont spit in your face and crap all over your efforts either like the old crafting system. Excalibur II in FF9 is difficult to get and there is no rng involved with getting it. Its you and your knowledge of the game vs a 12 hr time limit.
    https://www.youtube.com/watch?v=M8h5b_vF_VA time index 5:47-9:07

    Watch it through that time index and you will see why RNG is despised in crafting. Rng has its place but when it comes to crafting it should not be what determines if you are successful or not. Crafting already requires a good deal of time and effort making that effort feel worthless with stupid amounts of rng is not fun.
    (1)
    Last edited by NanaWiloh; 12-11-2019 at 06:10 AM.

  3. #3
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Nandrolone View Post
    And again, this would be fine for regular crafting, but master recipes shouldn’t have to go through this. When you nuke an entire system’s difficulty, (can we please not go into the RNG =/= difficultly thing for just this once and just bear with me...) you effectively get rid of what made it so unique in the first place. Yes, I know high end crafters could set prices high on the market. Yes, I know you wanted to be apart of it. Yes, it was time consuming. Yes, it was unfair. But most games have an RNG system set in place to keep items/content very rare and flashy. That’s the only way it can work. If you remove RNG and make everything guaranteed to work with no thought, the content and items set in place become very meaningless and not as fun to work towards.
    I'd like to note that there are multiple ways RNG can be used. The approach where you effectively have to flip a coin several times and get heads every time is unfair and tedious as you just have to repeat until you succeed. I much prefer an approach where you have to correctly react to some random events in order to succeed.

    The crafting condition mechanic is a good start. They appear in certain patterns and there are several actions which can only be used in good or excellent condition, so to make the most use of them you have to plan your actions accordingly. Unfortunately this too was simplified by removing some buffs and heavily nerfing others. Also good conditions for master recipes are very rare, to the point that in Stormblood endgame crafts that could take 50+ steps it was common to only see good two or three times. Consequently whistle was not worth using, even though it was otherwise an interesting mechanic that expanded the strategic possibilities.

    Make crafting use a complex set of actions, make it require correct decisions at correct times, but don't make it rely on RNG that can't be mitigated with good planning.
    (1)

  4. #4
    Player
    Maeka's Avatar
    Join Date
    Apr 2014
    Posts
    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Nandrolone View Post
    But most games have an RNG system set in place to keep items/content very rare and flashy. That’s the only way it can work. If you remove RNG and make everything guaranteed to work with no thought, the content and items set in place become very meaningless and not as fun to work towards.
    This is an illusion brought about by an industry standard.

    No, RNG is *not* the only way to "keep something flashy".

    There are other ways, such as requiring a lot of time and effort (grind), or requiring something exceedingly difficult (passing an Ultimate boss fight, for example). Neither of these things require RNG.
    (0)