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  1. #1
    Player
    Silverbane's Avatar
    Join Date
    Feb 2015
    Posts
    1,125
    Character
    Z'nnah Silverbane
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by Lemuria View Post
    It's not like any of the stuff we can make is of any practical use.
    It's a video game. What has "practical use" in a video game? I guess that's subjective.

    Is it practical to over-gear your crafting classes (for the current recipes) in anticipation of more difficult recipes that may come later? You can make stuff to do that.

    Is it practical to craft DoL offhands (especially since there are no DoL scrip offhands) to improve yield and HQ chance on Ephemeral and Folklore noads? You can make stuff to do that too.

    But if you restrict "practical use" to meaning "gear that's better than tomestone gear for end-game Savage progression," Yoshida-san has made it clear that they aren't going to let people craft gear like that any more, and why. His reasons are not bad reasons.
    (0)

  2. #2
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Silverbane View Post
    It's a video game. What has "practical use" in a video game? I guess that's subjective.
    You're answering in rhetoric. Stop pretending not to understand what someone means by 'practical', it's not some mystery definition of the word, it's a very clearly defined descriptor.

    We crafters craft for one reason. To make stuff for crafting. It's a circular cycle. There's no benefit whatsoever to crafting for Disciples of War, since the gear is outdated before it's even earned. Yoshida's reasons are as stupid as the concept of crafting for crafting's sake. There's absolutely no reason why certain items couldn't be bind on craft, nor any reason why such items couldn't be unsealed similar to FFXI abjuration items. For all the time and effort put into building a meaningful crafting system, they're sure eager to stamp on any embers that might become a lingering flame.

    And what do we crafters get for our troubles? Walls. They're eager to throw constant barriers in our path towards reaching higher crafting skill levels, but there's no true reward for overcoming those barriers. We get a couple of extra recipes, but most of them are worthless. Our ultimate aim is really to craft our high level tools, but by the time we reach that level there's little point to having them.

    Surely I can't be the only one who wants some meaningful progression? I enjoy crafting as a casual excercise. If I'm working hardcore to get to those high end crafts, you can be damned certain I want to see some benefits out of it. Not the pitiful returns we're currently being offered.
    (7)

  3. #3
    Player
    Silverbane's Avatar
    Join Date
    Feb 2015
    Posts
    1,125
    Character
    Z'nnah Silverbane
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by Lemuria View Post
    You're answering in rhetoric. Stop pretending not to understand what someone means by 'practical', it's not some mystery definition of the word, it's a very clearly defined descriptor.
    "You keep using that word. I do not think it means what you think it means." -- I.M.
    Merriam-Webster defines "practical" as:
    1. a : of, relating to, or manifested in practice or action : not theoretical or ideal; b : being such in practice or effect : virtual
    2. actively engaged in some course of action or occupation
    3. capable of being put to use or account : useful
    4. a : disposed to action as opposed to speculation or abstraction; b (1) : qualified by practice or practical training; b (2) : designed to supplement theoretical training by experience
    5. concerned with voluntary action and ethical decisions
    Now given that, how do you determine what's "practical" in a fantasy MMO? Who determines what is "practical" in such a game, where people spend millions of gil on glamour items? Where people spend scores of hours trying to win one fight just to say they did it? In such a game, is preparing for possible future recipes "practical"?
    (0)
    Last edited by Silverbane; 09-20-2015 at 08:14 AM.

  4. #4
    Player
    Aniforani's Avatar
    Join Date
    Sep 2011
    Posts
    99
    Character
    Aniforani Isalliask
    World
    Ultros
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Lemuria View Post
    We crafters craft for one reason. To make stuff for crafting. It's a circular cycle. There's no benefit whatsoever to crafting for Disciples of War, since the gear is outdated before it's even earned. Yoshida's reasons are as stupid as the concept of crafting for crafting's sake. There's absolutely no reason why certain items couldn't be bind on craft, nor any reason why such items couldn't be unsealed similar to FFXI abjuration items. For all the time and effort put into building a meaningful crafting system, they're sure eager to stamp on any embers that might become a lingering flame.

    Surely I can't be the only one who wants some meaningful progression? I enjoy crafting as a casual excercise. If I'm working hardcore to get to those high end crafts, you can be damned certain I want to see some benefits out of it. Not the pitiful returns we're currently being offered.
    I'm glad to see someone else has reached this conclusion. Crafting is propped up almost entirely by other crafters who have not yet seen how little being at the top really has to offer them. In truth the game could run just fine without us, leves and quests offer all you need to get into a dungeon with better gear than any of us can make. That Legendary hammer you just got will never forge you anything worth wearing into the final battle. The reason items like that hammer sell is because there is nothing else to spend gil on anyways so why not. Same with glamour. I feel like a legendary carpenter who lost his job and now is mass producing shelving for walmart.
    (1)