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  1. #1
    Player
    Mirh's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    50
    Character
    Leurre Miret-njer
    World
    Diabolos
    Main Class
    Bard Lv 70

    1.20 Ease of crafting

    [SIZE="5"]--Update--[/SIZE]
    After a bit of thought, I've come to terms with the automatic crafting system. The truth is, the current system simply only makes sense for you to spam standard - As you're learning your trade, and anyone who is learning learns best through familiar repetition (You would not want to use careful or rapid if you're unfamiliar with the materials, just to say). More or less, the only way to make the current system work outside of HQing, is, indeed, automating it.

    The only reasonable alternative to automating the "learning the trade" standard synthesis and having the attempt to HQ an item a menu-based minigame, would be to have the entire process in general something akin to a flash game, or something you'd play on a NDS, involving perhaps meters and timing and such.

    So for some of us, let's hope they get really inspired and go the innovated route and have a fun minigame. For the rest, the proposed system in 1.20 is hard to contest. The idea of quests and such is still viable and would be fun.


    Actually, the real inspiration to this is that Yoshida announced Flash being used in the addon system possibly. It's not too wild to hope for a neat little crafting minigame with the new engine's possibilities!
    [SIZE="5"]----[/SIZE]

    I've whined in plenty of places about hating how easy things are to be, so I just wanted to know how people in general feel about something that feels, to me, like a middle grounds between automation of the system and burdening down the community with having to think and prepare for crafting an item and spending time on it.

    It's a given that most people who play this game dislike failing crafts, and dislike mashing Enter. I don't recall at any given point the majority of people wanting to do away with the minigame on skill up synths, but it seems Yoshida's plans is to do this possibly, but leave it there for HQ crafting ("two seperate craft systems") rather than make the mini-game more intuition/skill-based/fun for regular crafting. I assume this is because the community wants it, as Yoshida really wants to make you happy.

    I'm in the apparently microscopically small portion of players who liked the parts system (A cotton robe = cotton robe back, front, cotton sleeves, so it's something like 4-5 synths total, which is all skillup, some of which can be supplied by higher level crafters at a mutual benefit). And I also liked craft classes being 'real' classes, so they duked it out with their synth (a minigame) every time, since they can't really fight.

    With that said,

    Would it really bother players if parts (brass axe heads, etc), and mass production (fishing lures, yarn, etc) took on this "Press synth, recieve item" approach 1.20 may bring, yet finished items (Cotton Dalmatica, Super Guy Sword, etc) require the minigame even without HQ?

    I'm aware it'd be counterintuitive, since 99% of players cut corners religiously, and would simply avoid making finished items as skillup if it means avoiding the mini-game (which seems to be seen as a horrible burden, even if S-E could fix it to require thought) so it's sort of just being asked here because I can't truly understand how people just absolutely want to craft crap effortlessly. I'd personally try to HQ every finished item, but it's not the same, IMO. Does everyone really want the crafting system to be an afterthought/very simple, like in every other MMO, except have longer animations with tools?

    I personally was attracted to FFXIV due to the depth of the crafting system.
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    Last edited by Mirh; 11-01-2011 at 04:37 PM.