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  1. #31
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    Arcturus's Avatar
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    Arcturus Knightscreed
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    Balmung
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    Conjurer Lv 50
    This idea reminds me of Monster Hunter.
    (0)

  2. #32
    Player
    Hyrist's Avatar
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    Oct 2011
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    Lin Celistine
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    Goblin
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    Dragoon Lv 90
    Quote Originally Posted by fusional View Post
    that's fair, then i agree and think it's a good idea. the only thing i see as being implausible would be the customization step. while i don't think it's a bad idea, i just personally doubt the developers would want to put many resources into that. there might be a few standardized options, but i don't see them getting too fancy with that unfortunately.
    You're forgetting the Meteria system.

    From a programing standpoint, we're already guarenteed that we have 5 available slots open for variables, on top of base stats, appearance, name, and color difference (for armor, or maybe even weapon in this instance) It's quite easy to use the space in that data file to simply create wider variables on alottment.

    The only source that would create major issues as far as usability would be aesthetics, such as weapon structure and color.

    Given that this is an evolving game, the concept of 'a few standardized options' could very quickily become a massive available variety as time goes on, especially if some of these variables are scaling.

    @Cynthis -

    While I can agree to an extent the philosophy you have about making crafting it's own endevor, I will have to say that as far as this kind of crafting is concern, the Housing system has that covered.

    However, when talking about crafting weapons an armor, we are crossing that separation line, talking about how these two groupings can interact and intertwine to become something greater than each separately.

    I would like to see the DoL involved in the Magnum Opus process, and it could be possible. (Gathering rare wood use to kindle the forge, or gathering the necessary U/U metals for the base part of the weapon.)

    However completely cutting battle content out of the system makes it a one-way effort feed... which unbalances the whole effort/reward scale fusional was concerned about.
    (1)

  3. #33
    Player
    Hyrist's Avatar
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    Lin Celistine
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    Goblin
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    Dragoon Lv 90
    Quote Originally Posted by Arcturus View Post
    This idea reminds me of Monster Hunter.
    It's a good inspirational source that's for sure.
    (1)

  4. #34
    Player
    fusional's Avatar
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    Nov 2011
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    Veto Bahamut
    World
    Fenrir
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    Archer Lv 1
    Quote Originally Posted by Ingolf View Post
    Whilst I actually think it's impressive that people beat Ifrit X, you've been beating that horse for a long time. I dread to think how much welled up rage will seep out if they ever make the relic making process more simple.
    as always, you completely miss the point and pay no attention to the principle of any matter. never have *i* complained about the difficulty of ifrit X. quite the opposite. at this point i'm forced to conclude that logic and objectivity are concepts simply beyond the scope of your understanding.

    Quote Originally Posted by Hyrist View Post
    You're forgetting the Meteria system.

    From a programing standpoint, we're already guarenteed that we have 5 available slots open for variables, on top of base stats, appearance, name, and color difference (for armor, or maybe even weapon in this instance) It's quite easy to use the space in that data file to simply create wider variables on alottment.

    The only source that would create major issues as far as usability would be aesthetics, such as weapon structure and color.

    Given that this is an evolving game, the concept of 'a few standardized options' could very quickily become a massive available variety as time goes on, especially if some of these variables are scaling.
    i'm not really forgetting anything, i'm just looking at things as realistically as possible. while it should certainly be *possible* to give something like this a lot of customization options, just knowing what i do of square and other MMO developers historically they're more likely to opt for simplicity. that doesn't mean it's impossible- just improbable.
    (1)
    Last edited by fusional; 11-17-2012 at 09:11 AM.

  5. #35
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    No. You sure haven't complained about it. That's why I never stated it.

    You have however used it as the base of your ivory tower.

    The principle is that you'd be upset if someone got a relic (or equivalent) in an easier way.
    (1)

  6. #36
    Player
    Cynthis's Avatar
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    Nov 2011
    Location
    Gridania
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    576
    Character
    Cynthis Ravenbrook
    World
    Ragnarok
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    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    @Cynthis -

    While I can agree to an extent the philosophy you have about making crafting it's own endevor, I will have to say that as far as this kind of crafting is concern, the Housing system has that covered.

    However, when talking about crafting weapons an armor, we are crossing that separation line, talking about how these two groupings can interact and intertwine to become something greater than each separately.

    I would like to see the DoL involved in the Magnum Opus process, and it could be possible. (Gathering rare wood use to kindle the forge, or gathering the necessary U/U metals for the base part of the weapon.)

    However completely cutting battle content out of the system makes it a one-way effort feed... which unbalances the whole effort/reward scale fusional was concerned about.
    I would not be opposed to having battle content involved in the sense that those interested in that content could farm mats they could then sell to crafters and that would be needed for these crafts. I just don't want my ability to craft to be limited by the need to do content like Ifrit Extreme that you pretty much need a static group for which is not something I want to do.

    Besides, from an immersion standpoint (Yes, I used the I word) it makes perfect sense to me that a master craftsman can make an amazing weapon without needing to be a great fighter him/her-self. I am all for not making this weapon/armour something that can not be mass produced though either by limiting the amount of items that can be made per X amount of time or simply making it untradeable outside the account.

    I hope you are right that housing has us covered for the other part. I am still not optimistic about that part.
    (0)

  7. #37
    Player
    fusional's Avatar
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    Veto Bahamut
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    Fenrir
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    Archer Lv 1
    Quote Originally Posted by Ingolf View Post
    No. You sure haven't complained about it. That's why I never stated it.

    You have however used it as the base of your ivory tower.

    The principle is that you'd be upset if someone got a relic (or equivalent) in an easier way.
    considering that would go against everything yoshi said he intended and had planned for relic, yes. absolutely. if something is going to be better it should take equal or greater effort to acquire. the only exception would be in the event of introducing something that's only stronger in the short term until they implement relic upgrade quests, as yoshi also said he had planned.
    (1)

  8. #38
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    Which brings me back to the point that simple mechanic improvements will make the process easier. It's already been stated that melds will be more simple, and a lot of the issues based on server lag and UI lag will be solved.

    Even if they completely revamp the system, it's very unlikely it will retain the exact same level of difficulty.
    (0)

  9. #39
    Player
    Hyrist's Avatar
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    Lin Celistine
    World
    Goblin
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    Dragoon Lv 90
    Quote Originally Posted by fusional View Post

    i'm not really forgetting anything, i'm just looking at things as realistically as possible. while it should certainly be *possible* to give something like this a lot of customization options, just knowing what i do of square and other MMO developers historically they're more likely to opt for simplicity. that doesn't mean it's impossible- just improbable.
    The execution, however, is fairly simple, is what I'm trying to argue with you here. SE dosen't have to reach far to give depth in this system, because the work is already done.

    Even if they do keep the variables themselves fairly straightforward and simple, the iterations of them alone should keep the system itself interesting, more-so as the game evolves.

    Also, our idea of the 'track record' of SE is kind of out of date. Despite all the issues, Yoshida has done quite a good job with his team just with the 1.0 client alone. While I wouldn't take the optimism as far as to expect excellence from them, they still do earn a bit of optimism in this case. I wouldn't pitch the idea otherwise.

    Now, will it reach my wildest dreams? I severely doubt it. But just being able to go on the same sort of quest vein as a relic and wind up with a weapon that I can own and name (as opposed to simply inserting random old mythological weapon name on some high stat weapon) would be enough for me.
    (2)

  10. #40
    Player
    Fensfield's Avatar
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    Mar 2011
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    Gridania
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    Character
    Forra Descren
    World
    Balmung
    Main Class
    Lancer Lv 70
    I've always felt that it ought only be the crafters capable of creating the game's most powerful kit, frankly. Given the nature and ideal of the genre itself, it's long struck me as oddly counter-intuitive to make the very best stuff in the game come not from the players' greatest achievements but from some silly little task anyone can do, only made special by a bit of flavour text that makes claims to uniqueness in what is, when you get down to it, basically a barefaced lie.

    So... yeah, count me in, definitely.
    (0)
    Last edited by Fensfield; 11-17-2012 at 07:18 PM.
    Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275

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