This goes back to the whole XI nostalgia issue some people here seem to have.
Spending time does not equate challenge/gameplay/content.
Like in XI, just because someone spent three hours waiting for Leaping Lizzy to spawn doesn't mean they were playing the game, they were merely waiting to play the game which was essentially a no-challange battle to be allowed to roll invisible loot dice.
Same deal with XIV crafting. All it takes is time, but just because you're putting in time doesn't mean you're actually playing anything.
The best example is the turbo controller issue. People on these forums seem to think 1.21 made things all fine and dandy. That because abilities are permanently available that all of a sudden it's an in-depth system requiring skill and know how.
But the fact remains that when it comes to crafting for exp, a piece of scotch tape can perform just as well as any player. Just that that scotch tape now needs to be changed every hour or so.
They definitely made things more interesting for HQ crafting. But that's not where most people are coming from. Average players are looking at a game where to be "good" you need gear with multiple melds, which generally means leveling multiple crafts and two -- if not all three -- DoLs.
The economy currently is a raw materials market. As someone who is leveling CRP and WVR, I can attest to the insane prices of materials. On Rabanastre it can cost me upwards of 10-20k per synth depending on the route I take.
I think those who want "one-touch crafting" are a very small minority. Most people I've talked to seem to have the same opinion. that the current system is fine, it's just leveling that sucks. But no one wants leveling to be any "easier," just cheaper. Which I feel is a fair request.
Which I again offer a simple, two-fold solution: Make static access to appropriate level leves and allow melding to be a one-class-does-all endeavor. Everyone wins, now one has to feel cheated.



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