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  1. #11
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Yik obviously you are very creative. I'm not sure if more minigames is what we're looking for. I like your last 4 paragraphs. I kind of like the crafting system a little bit. It definitely drags on too much. I think it needs to be less skill points to rank up. I mean, you get 50,000 skill points and all of a sudden you have a 10% better chance to craft something out of materials you were using 10 ranks ago? It just doesn't make sense and it takes way too long.

    Tymora, good lord. I hope they take your post and place it on a 20k gold plaque in the producer's office.
    (0)

  2. #12
    Player
    Tahlia's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Tahlia Valiri
    World
    Ragnarok
    Main Class
    Goldsmith Lv 50
    Most of the time I'm fine with the way crafting works but then again there are times I find myself almost falling asleep.

    Glancing at some threads a few days ago I like the idea of those who wished crafting commands to be based around the actionbar used for combat.

    First of all the current menu driven method is slow and dull. Very much like synergy in FFXI. Not only that but I've been victim to accidently clicking the wrong command due to the random auto-scrolling it does. Also the command menu is too small for using a mouse.

    What I'd like to see is (as suggested by others elsewhere) to use the actionbar to set and use crafting commands so they are far easier to access. Timers can be given to each action. Short recasts for the basic actions like standard, bold, rapid. And longer recasts for the more advanced ones making their use more strategic than random.

    The battle UI's "stamina" bar could be a "control" bar. Like the stamina bar, the control bar will constantly refill. Each action will drain so much of the control bar. The lower it gets the less stable the crafting process becomes. Leading to stability problems. Basically this will allow a player to make the process go really fast at the expense of higher chance of failure. This also eliminates the need for "wait" as all you need to do is wait for the control bar to fill up to a decent level for stability of the next action to be good.

    As with the synergy furnaces in FFXI: there will be a health bar, displaying the durability of the current synth. And another showing the progress. The longer the control bar is drained by so much will cause the durability bar to decrease faster. When too many actions are made whilst the synth is in unstable state will cause stuff like the elemental instabilities, sparks and mini explosions.

    Which brings us to synergy from FFXI again. Due to the size of the furnaces the overload and explosion animations were good sizes making it look much more dangerous and somewhat exciting. The small animations when crafting FFXIV are timid and I don't really care if something bad happens visually.

    Synergy had the control side wrong with its slow, tedious menu driven system but at least had decent visuals.

    Crafting in FFXIV suffers in both areas making it slow and dull.
    (0)

  3. #13
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    Crafting is fine the way it is imo. Animations and speed could use a bit of a tweak as its slow.

    Someone said synthesizing parts in a shorter amount of time? While finished item would take longer. Good Idea.

    Someone mentioned bulk parts as well. I think making it so you can bulk output parts once you are 10 ranks above the recipe would be a great idea.
    (0)

  4. #14
    Well, there is already a system in place to bulk produce. Most of the recipes allow you to bulk output on HQ with one tool (either main or off hand) while the other tool allows you to HQ +1, +2, +3. The problem with bulk output is the same problem as with +1/+2/+3 - it seems to be entirely random with little to no effect from your stats, rank, gear, etc. If this were addressed, then both the +X HQ items and the bulk items would be fixed.

    In fact, when I am grinding for SP, I make sure I always do it with bulk output so that when I do random HQ, I don't generate a whole new stack of items that takes up inventory space.
    (0)

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    38
    I believe in the k.i.s.s. method fully.

    There should be two ways to craft, automated and manual

    In automated, you select what you want made, and how many. You get half the sp with no chance of HQ. It'd just be a set-and-forget style that'd have a random thing pop up at different areas of the screen asking if you're there still. Maybe at the cost of anima.

    Manually you get full sp and HQ chances.

    Wanna prevent botting? Change the crafting system so it's not so brain numbing or required for nearly everything. Many who play MMOs are quite patient but there's a line even they cannot tolerate.
    (0)

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