ok I'm all for long thread posts since I do them myself but...
seriously, that's so almost TL;DR even for me!
I will read it though...
ok I'm all for long thread posts since I do them myself but...
seriously, that's so almost TL;DR even for me!
I will read it though...
My apologies
It did get a little long, and I didn't spend as much time as I usually do reorganizing for readability. Also forgot that this is a discussion in the General Forum![]()
... I still can't get over how they could put all the randomness into materials and then leave HQ finished items to be standard-bashed...
Wow...
???
Like it still astonishes me to this day. It's just such a bad decision. Lol.
Devs need to start playing the game more to learn how it actually works before fundamentally revising systems to be even worse than they are.
One of the things that annoyed me in early crafting was that I noted down all the core materials and their resultant synthesis to make the materials to synthesize to make better gear to use for crafting. I'd go out and harvest ore, wood and the other components I'd need then begin turning those core materials into the next stage of materials. What annoyed me was the Rank 7 hammer I was trying to make, I could make the hammerhead at rank 10 blacksmith, but i couldn't make the hammer handle at rank 10 carpentry. When I checked the recipe, I had to be rank 24 Carpentry to make the handle.
So I went to the market wards to buy one instead only to find no one sold one of my optimal rank, and that all the ones nearest to my optimal were all extortionate prices, where as end-game rank 50 ones were the cheapest.
This is the problem with crafting, you can't make anything that would sell at low level because you don't have a high enough rank, and when you do have a high enough rank there's no point making them because they'll give you hardly any SP at all, and you can't sell them for crazy prices in the wards either because a new player wouldn't ever be able to afford more than about 5-10,000 gil at that kind of level.
I loved how many materials there were and how to get them, and I'm going to love trying to get their HQ version after 1.19, but they really did needed to fix the recipes to make it more fair for crafters just starting and even the prices out in the market wards on low level stuff by making it a little bit easier to make.
Easy to make = make lots = sell for cheaper price = better market ward prices for low level players = more low level players enjoying the game = less likely to leave.
That's how I'd calculate the logic for it anyways.
I believe that this sort of thing motivated several of the design decisions that SE made:This is the problem with crafting, you can't make anything that would sell at low level because you don't have a high enough rank, and when you do have a high enough rank there's no point making them because they'll give you hardly any SP at all, and you can't sell them for crazy prices in the wards either because a new player wouldn't ever be able to afford more than about 5-10,000 gil at that kind of level.
1) NQ items turn into materia -- gives reason for people to buy NQ items, hence they are on the market, for new players starting off to buy.
2) Removal of parts -- A hammer handle that is used to create only 1 item has too narrow a market segment to be marketable, so it's never available. New recipes will use ingredients with a broad enough range of scope to create enough demand that will some people will be tempted to sell them.
3) 100% HQ for finished item -- This gives a big boost to value of HQ ingredients, as they will be (post 1.20) a guaranteed portion of an HQ finished item. This may tempt more people to sell HQ ingredients, as there will now be a more profitable market.
You trying to build houses with these walls? XD
why do people keep saying the HQ changes are for 1.19, they are not for 1.19. They have said they are looking for feedback on the changed synths in 1.19 so they can make the HQ changes in 1.20/1.21 and not screw up the whole system.
Ok I see it missed a page of threads including this by Sonic, seems he said what I did already:
We already know the NQ/HQ change isn't coming in 1.19, it's coming in 1.20. The crafting changes to materials is coming to 1.19. You're right, we don't know if HQ is gonna be applied to materials, but I rather NQ materials than gather all the HQ materials then fail to get HQ item. It's just time consuming. To me that never was skillful, it was all luck, which you're getting confused for skillful play. Also their comments about skillful play doesn't apply to the crafting system, they were talking about the battle system.
It seems like they want the crafting system as non-tedious as possible and to me that's a good thing because crafting sucks.
Last edited by tachikoma; 09-16-2011 at 10:55 PM.
Oh, yes, I do fully understand that the HQ changes are not coming until 1.20. The first wave of the new recipes is coming in 1.19, with more advanced recipes following in 1.20 along with the new HQ system.why do people keep saying the HQ changes are for 1.19, they are not for 1.19. They have said they are looking for feedback on the changed synths in 1.19 so they can make the HQ changes in 1.20/1.21 and not screw up the whole system.
Ok I see it missed a page of threads including this by Sonic, seems he said what I did already:
The reason I am discussing them together is because they tie in with one another. The simplified recipe system, in conjunction with the announced changes to HQing in 1.20, has the initial appearance of making it far too easy to create HQ items. I think that, based on what has been revealed, this is not necessarily the case. And that is the point that I am discussing.
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