
you know, that statement says to me "crafting is to be taken seriously as some players can be exclusively crafters" not the opposite of that where joe public would have multiple max ranked crafts



I wouldn't necessarily agree that those two concepts are mutually exclusive. I would consider myself a serious battle character, and I also have multiple max ranked battle classes. It's a bit of a necessity given the cross-classing nature of the armory system.
Nonetheless, I agree with the sentiment that all things being equal, skilled players who are better at playing the game and who can effectively utilize strategy and critical thinking should be able to achieve greater things than your average "joe public" player.
Indeed, we all have different tastes, and some activities appeal more to some than to others. There may be many differences between the battle classes, but not so much with the crafting classes. The differences between the playstyles of a gladiator and a conjurer are much more striking than the differences between an alchemist and a carpenter. There really isn't all that much to the crafting process that isn't just a variation of "press 'enter' over and over again". We can do better than this.i see what you are saying, but in the same aspect some people hate many of the classes in game, but others like them.
the thing is people are not the same and not everyone likes the same things. some people enjoy crafting and find it quite rewarding, but others do not.
If they quit because of a lack of things to do and because of the battle system, that also means the joy of crafting wasn't enough to make them stay.
Umm...ok. You mad or something?

the problem is ith your vision of the crafting system as a whole.I wouldn't necessarily agree that those two concepts are mutually exclusive. I would consider myself a serious battle character, and I also have multiple max ranked battle classes. It's a bit of a necessity given the cross-classing nature of the armory system.
Nonetheless, I agree with the sentiment that all things being equal, skilled players who are better at playing the game and who can effectively utilize strategy and critical thinking should be able to achieve greater things than your average "joe public" player.
Indeed, we all have different tastes, and some activities appeal more to some than to others. There may be many differences between the battle classes, but not so much with the crafting classes. The differences between the playstyles of a gladiator and a conjurer are much more striking than the differences between an alchemist and a carpenter. There really isn't all that much to the crafting process that isn't just a variation of "press 'enter' over and over again". We can do better than this.
If they quit because of a lack of things to do and because of the battle system, that also means the joy of crafting wasn't enough to make them stay.
Umm...ok. You mad or something?
ignoring the fact that you have to actually use your skillset to get most sp/hour on skill synths, you forget the fact that with crafting you always have tradeoffs.
Do i want sp/hour? do i want money? do i want quality? these are all things that a crafter has to ask himself and check if hes willing to trade off. if you want sp hour then the best bet is synths much higher than your level and attempt a high degree of success. the method by which this is achieved is standard. bold and rapid carry too many risks
at those levels. If you want HQ, then you skill with synths lower than your rank and use appropiate bold and rapid in addition to skillset to go for HQ and make some money. Want do dothe same thing with only a marginal percentage of HQ, then target synths that are on your level.
This is the same thing that comes out of the abandon/repeat leves. you get more sp with the tradeoff of less "fun" factor and less point gains.
Choose your poison



But you can also program a bot to press 'enter' for you all day long - I don't think this is a good vulnerability to be had.
I am taking into account the concept of tradeoffs, I did not forget.
Tradeoffs between quality/SP/profit are totally fine, and I encourage that. I just don't want to see a tradeoff for "fun". In a game, that is an unacceptable tradeoff.
It's also a failing on the part of devs that they created a system that is so easily exploited by script kiddies and bots.




but wouldn't you agree that a more accurate comparison would be a conjurer and gladiator compared to miner and alchemist? you have dom/dow that work together and doh/dol work together. i'm just trying to look at both sides as i have multiple r50 battle classes, but i keep striving for my wvr and have stated many times that to me hitting r50 on my weaver feels like much more of an accomplishment than both of my 50 battle classes combined. it may have alot to do with it being slow and tedoius, but i do enjoy crafting. if i didn't i can promise i wouldn't. i am also one that tries to find the fun parts in what we have now and try to give ideas of what i feel we could expand off with it.Indeed, we all have different tastes, and some activities appeal more to some than to others. There may be many differences between the battle classes, but not so much with the crafting classes. The differences between the playstyles of a gladiator and a conjurer are much more striking than the differences between an alchemist and a carpenter. There really isn't all that much to the crafting process that isn't just a variation of "press 'enter' over and over again". We can do better than this.
http://crystalknights.guildwork.com/
No you just bored me.Umm...ok. You mad or something?
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