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  1. #31
    Player
    AlexNiculaie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Alex Niculaie
    World
    Balmung
    Main Class
    Pugilist Lv 50
    There is nothing realistic about supposedly cheap, easy items requiring a lot of time, material or effort to make. The more items involved, the longer it takes to make, the higher the overhead and the more one would need to charge to recoup for labor and parts. Reducing the pieces needed, especially for low level synths is actually more in line with reality.
    (0)

  2. #32
    Player
    Pyrix's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    259
    Character
    Ayaka Tranquility
    World
    Balmung
    Main Class
    Conjurer Lv 100
    I didn't "learn" to like it, I liked the crafting system from the start.
    (2)

  3. #33
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    146
    Whats with all this reality stuff, its Final "Fantasy" XIV.
    (1)

  4. #34
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Roaran View Post
    I think the problem is, SE intended for someone to crap out gazillions of each item to make gil, then the higher level crafters would buy up these items and make the real items. Only there isn't a great demand for a lot of the items crafters make, so they instead take the time to make all the parts themselves, and make a limited # of items.
    Bingo. Human nature and free will.
    (0)

  5. #35
    Player
    FraenirVolsung's Avatar
    Join Date
    Mar 2011
    Posts
    46
    Character
    Sigmund Volsung
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I think SE had a good idea when the crafting system was devised. I believe the original intent was to have an interdependent game economy. DoL would supply raw materials. DoH would convert raw materials into parts and finished products, and then supply those parts and finished products to other DoH classes. I think this might have worked if we were talking about a game population in the hundreds of thousands. When we are generously at maybe 50k players worldwide, it's simply easier to produce everything yourself than to hope that someone is selling the proper colored buffalo leather strap on that particular day. I think the new dev team realizes that.

    As it stands now, as a rank 40 Armorer, I have to have Blacksmith, Leatherworker, Alchemist, Weaver, and Goldsmith leveled into the 20's or in some cases higher simply to make all the parts necessary for a single level 40 Armorer recipe. If I could realistically find all the necessary parts in the Market Wards, I'd gladly give up all those DoH classes on the side. The fact of the matter is that the current population and the current game economy doesn't support a crafting system this robust. I wish it did, but I will gladly welcome the simplified changes as a player who does enjoy the crafting system.
    (3)

  6. #36
    Player
    Pyrix's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    259
    Character
    Ayaka Tranquility
    World
    Balmung
    Main Class
    Conjurer Lv 100
    Well what're we gonna do when we finally do have more players? :/ But yeah, I wouldn't mind at all if I didn't have to make a chainmail vest, but at the very least keep the stuff like rings and chains there. They make sense!
    (0)
    Last edited by Pyrix; 08-19-2011 at 09:57 AM.

  7. #37
    Player

    Join Date
    Mar 2011
    Location
    Florida
    Posts
    353
    Quote Originally Posted by FraenirVolsung View Post
    I think SE had a good idea when the crafting system was devised. I believe the original intent was to have an interdependent game economy. DoL would supply raw materials. DoH would convert raw materials into parts and finished products, and then supply those parts and finished products to other DoH classes. I think this might have worked if we were talking about a game population in the hundreds of thousands. When we are generously at maybe 50k players worldwide, it's simply easier to produce everything yourself than to hope that someone is selling the proper colored buffalo leather strap on that particular day. I think the new dev team realizes that.

    As it stands now, as a rank 40 Armorer, I have to have Blacksmith, Leatherworker, Alchemist, Weaver, and Goldsmith leveled into the 20's or in some cases higher simply to make all the parts necessary for a single level 40 Armorer recipe. If I could realistically find all the necessary parts in the Market Wards, I'd gladly give up all those DoH classes on the side. The fact of the matter is that the current population and the current game economy doesn't support a crafting system this robust. I wish it did, but I will gladly welcome the simplified changes as a player who does enjoy the crafting system.
    I don't think the market ward system is able to handle the interdependent economy that squenix was hoping for, even if the population was there to support it. Since it takes you forever to make a part you are probably going to do one of two things: make something that you need for your own use, find something with good SP to level ASAP. You don't really have the time or inventory slots (for old junk) to make things that are beneath you in level unless those things sell for more than what you can make right now. Also because you can only sell so many things at once, it isn't like you can make a bunch of low level stuff quickly for sale because you want to sell better things. Plus depending on how much things are going for, you might not be able to afford buying a bunch of things that aren't going to contribute to your leveling.

    So a crafter's constraints are:
    Time
    Inventory
    Bazaar slots
    Personal need (SP, items for you, doing things to have fun)
    Cost (from a bad economy)

    So squenix has kinda screwed the crafters on multiple fronts.
    (0)
    No one expects the miquote inquisition!!!

  8. #38
    Player

    Join Date
    Mar 2011
    Location
    The Internet
    Posts
    175
    Quote Originally Posted by Winterclaw View Post
    This pretty much sums up my feelings for the current system. Simplifications welcome.
    the mini-game is the only thing that keeps me awake. not just the mini-game but the preparation, the choices, the risk/loss of choices to try for higher quality items. if we take out the mini-game, it's just any other game where ppl ignore crafting other than the pure basis to make money. ff is suppose to be a casual game where all jobs are treated equal and immersion in your role is welcomed. if you aren't enjoying it, and only out to make money, just stop. they need to make it, if ANYTHING, MORE INTERACTIVE.

    Quote Originally Posted by Winterclaw View Post
    That's how EVE's crafting system works for all T1 stuff. I think it works pretty fine. In fact I'd like something like that if only to save on inventory/retainer space.
    EVE is based upon a NO-EFFORT, all-persistence attitude. There is no skilling up and there is no learning your skill. You simply que skills and follow instructions. There is no variety in how you do things; just the money to be more efficient then someone else. EVE was the ultimate time-killing/no-effort game ever and the only saving factor was that I could browse the internet while playing in the same window.

    Quote Originally Posted by Winterclaw View Post
    Realism is one thing, fun is another. Some of us would prefer the latter. Here's the thing, this is a game, not a classroom on the fine art of tailoring shirts meant to be used as a base for a chain mail armor and whether you want it with ruffles or not.

    Gameplay really has to come first and the current gameplay for crafting is pretty bad.
    i agree
    (0)
    Last edited by Overkill9000; 08-19-2011 at 01:33 PM.

  9. #39
    Player

    Join Date
    Aug 2011
    Posts
    10
    The big problems I have with crafting is simply the cumbersome inventory system that still feels sluggish and a pain to select items from. Also the issue as mentioned with need a higher level craft to make a certain part on a much lower level piece of gear was always annoying and never made any sense.

    I think if those two things were tweaked it would be fine, the could've also just limited the items needed to make some parts , I dunno about all parts but certain parts needed 5-6 items themselves now that would be a lot better option then just doing away with the parts altogether. Its a tough issue though. I just dont wanna see crafting dumbed down like it is in other games.

    I think SE needs to find a better balance/medium with this issue.
    (1)

  10. #40
    Player
    Leonesaurus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    369
    Character
    Jerbird Leone
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Quote Originally Posted by DoctorMog View Post
    8 items to cook a fkn pie is overkill.

    Im welcoming the change.
    I agree whole-heartily. Its too time consuming for me and it turns me off. But that is just me, I do feel bad for player that actually like the realistic aspect to crafting in this game, but it our defense, I think its much better overall since I can easily craft my friend gear anytime without worrying about another class requirement or so many tedious steps.

    I think this decision by the dev team was very, very smart. But that's just my take on things, not meaning to insult people who favor the current craft system. I do feel kinda bummed that they are losing something.
    (1)

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