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  1. #1
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Zarzak View Post
    My point to this would be.. But does ANY OF THIS improve your main? That is the problem.

    Even pvp.. You get rk 50 do a little dance then realize "welp.. too bad all this pvp gear is worthless because they somehow think it makes sense for higher rank pvpers to have an advantage over lower rank pvpers." I pvp now for my esoteric instead of expert roulette because I find it more fun... But every time I buy a new piece of pvp gear and it goes instantly to the "glamour stash" I die a little inside. A brand new top pvp tier item is COMPLETELY worthless as a piece of equipment. They could put no stats on it and it would be as useful as it is now.


    I'm not saying to you roulettes/pvp/desynth/mining isn't fun.. That is great that you enjoy it. But I would wager a majority of players want to be able to pick 2 points in their play time and say "I am stronger now that I was then" Sadly XIV does not provide anything to make that happen.

    The day my main hit ilvl 190 is the day he stopped having opportunity to improve in any way besides 4 events a week. Anything else I do is just to be a completionist. I have pld/whm to 50.. I HATE pld/whm.. But I did it because the alternative was paying for a game I don't play and sinking undetermined amounts of money into buying a console and some single player games to keep me busy in down time when I don't have any RL things to take care of and the wife/daughter are busy.



    Assuming that was about crafting...

    When the workshop for FC crafting was released I was excited "oh this could be cool group crafting".......................

    I bought a stack of iron rivets off a merchant, crafted some steel, clicked a turn in button and then we all had to be in the same room to see a 5 second cutscene. Literally the only "group crafting" was watching that cutscene.. You need 1 person with lvl 50 crafts to make everything and 3 other people on lvl 1 crafters to sit afk in the room.


    Crafting in SWG would take a 60 page spreadsheet. So I don't think I could possibly explain it that way. However what I can say is a few words.
    - Sub Sub Components.
    - Sub Components crafted from Sub Sub Components.
    - Components crafted from Sub components.
    - Enhancement slots to add further customization to said items.
    - Assembly/Experimentation.
    - Being able to put Experimentation points in every sub sub, sub, component. End Result Greatly determined end stat.
    - Completely Randomized Resources, PER server. Each server had its own resources.
    - Being able to name and color crafted items and fully experiment on them.
    - Item Decay - No item lasted forever. So even super duper legendary items left the game. This made crafting relevant forever.

    Each server had its own completely randomized resources spawns which took place around the worlds. Crafters had to go around the worlds surveying it to find the best resources which could take hours.

    They placed down harvestors and had to hire combat players to protect them for hours as they mined their resources.

    Crafted players even had their own gear like combat players to craft and mine gear.

    Servers had their own unique resources so some items were not even able to be made on some servers. T21s were not able to be made on Tarquinas for over a year because of this.

    SWG to this day, has the most deep and complex crafting system out of any MMO by far.
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    Last edited by Nektulos-Tuor; 09-22-2015 at 05:31 AM.