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  1. #1
    Player
    Celtodeno's Avatar
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    Mar 2011
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    Character
    Critin' Tarantino
    World
    Balmung
    Main Class
    Thaumaturge Lv 50

    Seperate the Grind from Item creation

    Please give this Thread a read if you care about Crafting and feel free to critique

    "The Grind" - The monotinous pressing of standard synthesis 5-15 times per items *500 or so items per level that plagues the FFXIV Crafting system.

    The following is an EXAMPLE of an alternate system. I have identified what I feel is a major flaw in the system a proposed a way to change it. If you disagree with it, that's cool, but what would YOU do to change the system into one where the act of making items is more enjoyable?


    The crafting system obviously needs to be addressed at somepoint.

    It's boring and unrewarding. The important thing is, it does not have to be.

    The problem is that all MMO Dev's come from the stand point that "the Grind" is a necessary part crafting. This is true to some extent because "the grind" creates a tink sink that extends the life of the game and rewards long term players, seperating them from other players and giving them a sense of accomplishment and specialty.

    The problem is that under this theory 99% of the crafting system will always be a monotinous, boring and unrewarding.

    It doesn't have to be this way.

    Devs, you can seperate the "grind" from the Item Creation process.

    Here is an example of how this could be done.

    1) Your character picks a "profession", for example Carpenter. When you log off, your character "goes to work", gaining a certain amount of exp (and maybe even money or mats) for every hour that you are not in game.

    -Level progression could be very easily control through this system rewarding long term players

    2) When you log back on you can now access the Item Creation version of the Carpenter profession. Becuase there is no longer a reason to include a 'grind', the Item Creation system can remade to be Deep, Engading and Challenging. Something comparable to a 'Boss battle' for the DOW/DOM classes.



    Benefits

    -Grind still exist and would take a standardize amount of time that rewards longterm players but is completely painless

    -Dev's can create a Rewarding online crafting experience where the player spends their time, maybe 5-15 mintues or longer on a CHALLENGING and ENGADING system to truely "Craft" a single, valuable item.

    -HQ's can be based on some sort of Skill or Intelligence, instead of pure luck.

    -On a societal level, This sytem would give the player a reason to put the game down and tend to real life without feeling like they are not progressing in game.



    It's a Win-Win. Long term players get a feeling of seperation from the newbies. Crafting can become fun and rewarding.
    (8)
    Last edited by Celtodeno; 11-02-2011 at 04:52 AM.

  2. #2
    Player
    yukikaze_yanagi's Avatar
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    Mar 2011
    Location
    Ul-dah
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    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    basicly, a ff clone of skill learning in eve online. Too bad like that you are been rewarded to NOT playing, since in your sistem every time you stop to actually play the game the craft grind halt
    (10)

  3. #3
    Player
    Dreamer's Avatar
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    Mar 2011
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    Balmung (USA, EST)
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    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    No. Doing this would turn crafters into a second tier class. They're a primary class, and should be treated accordingly. Make the crafting process more fun and the grind isn't a problem.
    (12)

  4. #4
    Player
    Celtodeno's Avatar
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    Character
    Critin' Tarantino
    World
    Balmung
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    Thaumaturge Lv 50
    Quote Originally Posted by Dreamer View Post
    No. Doing this would turn crafters into a second tier class. They're a primary class, and should be treated accordingly. Make the crafting process more fun and the grind isn't a problem.
    Please provide an example of a "fun" crafting system that still includes a Grind. My thesis is that any system that is Grind-focused will become boring and unrewarding no matter what. If you can provide an example of an antithesis to that I would be overjoyed and support you.

    (also, it has already been indicated that crafting is now a "second tier" system)
    (4)
    Last edited by Celtodeno; 11-02-2011 at 01:07 AM.

  5. #5
    Player
    Wynn's Avatar
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    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    I will just quote myself here:

    Quote Originally Posted by Wynn View Post
    Offline leveling is a horrid idea that might look good at first due to saving operations costs but in the end may prove to be more detrimental when those offline players cancel their subs out of lack of interest and/or deciding to play another game that actually makes them log in to advance.
    In addition, offline leveling keeps those who have been playing the longest on top which is a far cry from this game's original purpose in keeping casuals up to speed. And they would have to significantly increase the xp needed to advance. You think 100,000k is a lot? Log into EVE and see how much xp they require to advance in the upper level of skills. Try a time frame of months of constant xp accumulation, 24 hours a day, 7 days a week, to achieve a "level" (or in their case an ability).

    Crafting may be a grind, but at least I don't have to wait 6 months to get hand of the gods.

    Readers, please add your voice and let the devs know we do not want this kind of system in the game.
    (4)
    Last edited by Wynn; 11-02-2011 at 01:20 AM. Reason: oops spelling

  6. #6
    Player
    Celtodeno's Avatar
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    Mar 2011
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    Critin' Tarantino
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    Balmung
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    Thaumaturge Lv 50
    Quote Originally Posted by Wynn View Post
    I will just quote myself here:



    In addition, offline leveling keeps those who have been playing the longest on top which is a far cry from this game's original purpose in keeping casuals up to speed. And they would have to significantly increase the xp needed to advance. You think 100,000k is a lot? Log into EVE and see how much xp they require to advance in the upper level of skills. Try a time frame of months of constant xp accumulation, 24 hours a day, 7 days a week, to achieve a "level" (or in their case and ability).

    Crafting may be a grind, but at least I don't have to wait 6 months to get hand of the gods.

    Readers, please add your voice and let the devs know we do not want this kind of system in the game.


    Just becuase EVE has implement a system in the fashion that you have suggested does not mean the FFXIV would have to.
    Also these too game are non comparable on way too many levels for this idea to be truely valid.

    The system as current promotes the use of Botting to reach high levels. how is this better than long term players having that privilege?

    There are still plenty of ways for a newer player to promote themselves through speed. The entire DOW and DOM system for example.
    (0)

  7. #7
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    offline leveling is absolutely stupid and should never be considered by the devs. if you want to get exp play the game. if you don't like the class don't play it.
    (8)


    http://crystalknights.guildwork.com/

  8. #8
    Player
    Celtodeno's Avatar
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    Critin' Tarantino
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    Balmung
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    Thaumaturge Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    offline leveling is absolutely stupid and should never be considered by the devs. if you want to get exp play the game. if you don't like the class don't play it.
    "Stupid" is not really a critique.

    The better the game is the more people play ~> the more money Square makes ~> the better the game.

    A whole LOT of people have decided to not play Any of the classes in this game, and it important that this is changed.
    (0)

  9. #9
    Player
    Celtodeno's Avatar
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    Mar 2011
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    Character
    Critin' Tarantino
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    Balmung
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    Thaumaturge Lv 50
    Agian, If you have a Better idea for how crafting can be addressed, please feel free to state it.

    I will be happy to point out how just saying "Tis is dmb" and not offering a alternative is unproductive, but i would also like to have a conversation with some creative people about how we can change this system for the better.
    (0)

  10. #10
    Player
    Wynn's Avatar
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    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Celtodeno View Post
    Just becuase EVE has implement a system in the fashion that you have suggested does not mean the FFXIV would have to.
    Also these too game are non comparable on way too many levels for this idea to be truely valid.

    The system as current promotes the use of Botting to reach high levels. how is this better than long term players having that privilege?

    There are still plenty of ways for a newer player to promote themselves through speed. The entire DOW and DOM system for example.
    1.) It is still VERY valid. If you think they would leave the current xp model in place with offline leveling you are dead wrong.


    2.) Any system that does not allow for someone to shine on their own merit is inherently flawed. Offline leveling will forever prevent any of the PS3 players from catching up to us in whatever form you place it in XIV. This should NEVER happen.

    3.) Ever hear of the term two wrongs don't make a right? You think the system now promotes botting so instead you want to just make everyone a botter by proxy. I say no. Absolutely terrible, awful idea.

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