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  1. #91
    Player Denmo's Avatar
    Join Date
    Jun 2011
    Location
    The Inn Room
    Posts
    1,498
    Character
    Denmo Mcstronghuge
    World
    Excalibur
    Main Class
    Thaumaturge Lv 100
    Crafting between 1-20 is a joke.

    It's easy, intuitive, and you get the equipment you need for your low level DoW/M's.

    I created a character just for 1.19. I had no jobs above level 20, and I leveled my crafts using 99% materials that were dropped by monsters/gathering. By the time I got GLA to 20, I had already crafted a full set of Iron armor, dyed, with materia waiting to be melded.

    Oh, and the extra run off? I sold it all and netted about 400k, riding the wave of demand for low level gear.

    20-50?

    I'm not so sure. As the gap between levels starts to rise, and the exp rates stay the same, I feel like I'm doing nothing repeatedly in order to just get my level. Meanwhile my GLA is steadily rising in rank at the same rate as it did from 1-20. I'm going to fall behind in crafting, it seems almost certain.

    If SE gave a % exp based on your max EXP tnl for each synth, I'd like this grind more.

    So instead of 400 exp flat rate for a successful decent challenge synth, make it a progressive rate. At level 10 you would get say, 300, and at level 20 you'd get 600, 30 you'd get 1000. And so on and so forth. That way, like it is with combat exp now (don't argue, it's true), you gain levels at a steady rate, and don't feel like you're getting bogged down in a senseless grind.
    (1)
    Last edited by Denmo; 10-27-2011 at 03:11 PM.

  2. #92
    Player
    Bearforce's Avatar
    Join Date
    Sep 2011
    Location
    somewhere in earth
    Posts
    218
    Character
    Justin Fever
    World
    Excalibur
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by TheVedis View Post
    just because people can bot it, doesnt mean you should accomidate and combat it by making an autocrafting system

    bad ideas are just bad
    then enlighten us, do you have any suggestions rather then throwing muds of BS on people whom different opinion defer to yours? whats a good idea to you then?
    (1)

  3. #93
    Player
    Unifex's Avatar
    Join Date
    Oct 2011
    Posts
    6
    Character
    Unifex Hastur
    World
    Ragnarok
    Main Class
    Goldsmith Lv 50
    For my personal experience craft from 40 to 50 is easy.

    Level quest is the key, 4-7 craft and 3-5K reward for single level quest.
    (0)

  4. #94
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Quote Originally Posted by Unifex View Post
    For my personal experience craft from 40 to 50 is easy.

    Level quest is the key, 4-7 craft and 3-5K reward for single level quest.
    Leve. And I agree.
    (0)

  5. #95
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Denmo View Post
    Crafting between 1-20 is a joke.

    It's easy, intuitive, and you get the equipment you need for your low level DoW/M's.

    I created a character just for 1.19. I had no jobs above level 20, and I leveled my crafts using 99% materials that were dropped by monsters/gathering. By the time I got GLA to 20, I had already crafted a full set of Iron armor, dyed, with materia waiting to be melded.

    Oh, and the extra run off? I sold it all and netted about 400k, riding the wave of demand for low level gear.

    20-50?

    I'm not so sure. As the gap between levels starts to rise, and the exp rates stay the same, I feel like I'm doing nothing repeatedly in order to just get my level. Meanwhile my GLA is steadily rising in rank at the same rate as it did from 1-20. I'm going to fall behind in crafting, it seems almost certain.

    If SE gave a % exp based on your max EXP tnl for each synth, I'd like this grind more.

    So instead of 400 exp flat rate for a successful decent challenge synth, make it a progressive rate. At level 10 you would get say, 300, and at level 20 you'd get 600, 30 you'd get 1000. And so on and so forth. That way, like it is with combat exp now (don't argue, it's true), you gain levels at a steady rate, and don't feel like you're getting bogged down in a senseless grind.
    How about the devs simply create more gameplay mechanics and content for both DoH and DoL for the lvl20+ range just like they're doing with fighters.

    It is also slightly misleading that while the actual process itself is fairly simple, crafting has never been about the process, ever. Now that we have players with gazillions of gil in their possession, powerleveling their crafts to 50 the actual purpose of crafting is lost.

    "What can I do? Oh, steel ingots." /buys 10000, synth spam overnight, dump the results to an NPC.

    While that's how crafting works for some people right now, that is only the case for as long as you have the means to pull it off. The rest of us need to plan ahead, synth stuff that might make us profit or at least break-even and generally play with the economy to get most out of it. Actual single synths have a meaning beyond that 200-500 exp.

    I think that at the point when everyone has to obey to the rules above, crafting will become more exclusive activity as it's meant to be, played by those who like what it stands for [not the actual gameplay process]. Hopefully not only vertically time-consuming but also horizontally, and diverse.
    (1)

  6. #96
    Player

    Join Date
    Jul 2011
    Location
    Limsa
    Posts
    46
    Quote Originally Posted by TonyMontana View Post
    Just watch tv/movies and spam the button.
    you hoe get your ass back here and stop being a panzy.....


    i agree 40-50 with craft leves is prety easy just need a heap load of anima... or waste time chocoboing to and from each camp... thats the only down side to the system, would be even nicer if they made it possible to horde leves for set camp so you can hand in 5 or so at bald knoll rather than 1 here 1 there per set of 4 or so leves it wastes about 10 anima... and about half a hour to 1 hour depending on how fast you pump it out for 20k+ its not to bad.

    grinding the old way with teh new recipes doesnt look nice at all for certian parts of the 0-50 lvling.
    (1)

  7. #97
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    I think that anything that feels like a grind has no place in a MMO in 2011.
    (0)

  8. #98
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Rinsui View Post
    I think that anything that feels like a grind has no place in a MMO in 2011.
    So take out leveling altogether, basically.

    'Cause yeah, it feels like a grind in ANY MMO.

    Oh wait, maybe that's just me? Anyway, I'm so glad you provided a clear definition as to what you mean by that sentence though. It's not like "feels like a grind" could be subjective or anything.
    (1)

  9. #99
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    So take out leveling altogether, basically.

    'Cause yeah, it feels like a grind in ANY MMO.
    No. In a good MMO, the process of leveling (or, to be more comprehensive: progress)
    should be fun. Either because you experience interesting quests on the way, or because
    the game mechanics are genuinely thrilling and engaging, and leave you with enough
    leeway to decide on the exact point on the risk/reward curve you want to use for your
    progress (e.g: hours of mindless grinding puks for minimal reward, or minutes of
    fighting really, really dangerous enemies for maximum reward).

    In FFXIV, the speed of progress, however, is not adequately linked to player skill:

    - In crafting you can increase the risk and reward by chosing higher ranked recipes,
    but you have no skill-modificator for your chance of success. It's a simple game of
    RNG (random number generator).

    - In leveling combat, you either fight the same enemies over and over in a slow and
    mindless solo (leve) grind, or the same enemies over and over in a mindless zerg.
    Btw: About 90% of the enemies in game are never attacked by anyone, because they
    are simply "not worth it". What a waste of developer resources.

    ...

    Your point was? That you actually like the way leveling is implemented in FFXIV?
    (4)
    Last edited by Rinsui; 10-27-2011 at 07:31 PM.

  10. #100
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Quote Originally Posted by Rinsui View Post
    No. In a good MMO, the process of leveling in itself is fun for a majority of players.
    Naturally, the majority of people playing an MMO find it enjoyable and fun. Otherwise they wouldn't be doing it.

    That said, even in a bad MMO, the process of leveling is fun for the majority of its players.

    Your point was? That you actually like the way leveling is implemented in FFXIV?
    You do not define what you mean by something as subjective as "feeling like a grind". You then say that the majority of players should have fun playing the game, which is automatically accurate because only those kind of people make the playerbase of said game.
    (1)

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