Does this mean AutoCraft on Standard with 2 options to halt/change the results? And are the 2 choices "Careful" and "Wait"?
If so, I support this move 100%. If it means something else, please help me to understand.
Papa was a rolling stone...wherever he laid his barbut was home.
I like how this tidbit of information raises more questions than answers ^.^;
I forsee the options being:
1) Normal Synth (Less loss of durability, less gain in quality, higher chance of success)
2) Precision Synth (HQ Synth in disguise) (High loss of durability, high gain in quality, lower chance of success)
3) <hidden option: wait> -- Choosing nothing will just cause nothing to happen
4) <press down three times to releval JP button> (causes instant HQ with 5 materia attached)
I dont understand you people who dont use "Rapid".
Perfection > Rapid = up to 30% Progress with 0 Durability loss
I use it ALL the time.
The action I hardly ever use is Bold/Careful, but that is because I would rather have more Durability for more Touchups than higher quality.
^^^
Perfection is a REALLY high level Carpentry ability, crafts level up extremely slow, so yea... not everyone has access to Perfection.
You may have forgotten that this already happened when they revamped recipes to their current form from the lunacy we had previously.You can't please people. I can't wait to see the flood of people saying they are "Dumbing" down the crafting system when people complained it was too complex to do anything other than spam regular.
Personally I think they need to make crafting as accessible as possible (with room for challenge in some manner) so more people get into it and it becomes more widespread instead of an exclusive club, especially if they go down the path of making us pick craft specializations. They should do whatever they want with the system no matter how many people bellyache; if they can pull it off and make it so I can focus and enjoy myself while crafting instead of watching a video in another window just to make it bearable, I'm sure a large majority of the playerbase will welcome it with open arms.
They won't make crafting "as accessible as possible" because as they showed in XI and even still in XIV now, they prefer to pander to the minority who want to make crafting into a niche activity from which they can make huge amounts of cash. This is only possible if the crafting system is so player-hostile that only a small number can stomach it.
XIV at launch was the culmination of this idea, all that the 'new team' have done is eliminate some of the gross excesses Tanaka's regime put in place .. eg. level 10 synths needing level 20 parts .. but it remains a mind-numbingly tedious and drawn-out affair. almost completely devoid of player skill and input, and entirely driven by the RNG to determine the outcome.
RNG-based crafting is crass and soul-destroying when you know there's NOTHING you can do to affect the outcome .. I don't count the skills you can use, in the great course of things they seem to make precious little difference to the RNG .. but SE love it.
Last edited by Kraggy; 02-08-2012 at 05:17 PM.
This thread deeply saddens me. I was really hoping that the current crafting system (along with parley) would be trashed, burned, nuked, and completely redone. I dont think at this point any amount of tweaking can fix the horror of these two mini games. Might as well just rename the system to Hasty Hand, make that the only option, and be done with it. At least then there would be no decieving the player into thinking theres actually some skill involved.
Crafting should go like this. Click to begin...series of trigger commands...failure to click sequence = Potential fail. The more accurate you key in sequence = Success and HQ chance.
That is all.
I like that some people like to DoL,
some like to DoH,
and some like to DoW/M.
Keep it that way.
Maybe they will get rid of the redundancy of selecting an ability like Maker's Muse and then select Standard synthsis. Using that ability as an example, here is what I mean...
Currently, the way it works is: Maker's Muse lasts for (up to) 3 attempts. Use Maker's Muse, Use Standard Synthesis, receive Synthesis Progress.
Maybe the idea is (or should be): Maker's Muse can be used three times per synthesis. Use Maker's Muse, receive Synthesis Progress, Rinse-Repeat.
Basically just taking out a step by adding the progress action into the synthesis. This is like saying "I want to synthesize using Maker's Muse." instead of saying "I want to use Maker's Muse. Now I want to synthesize, using Maker's Muse."
If they allowed players to use Maker's Muse three times at any time during a synth, combining that with other abilities I think would create more of a fun mini game with more opportunity for strategy. Instead of: "Crap, I used Maker's Muse, better use the last two before doing something else."
By getting rid of the Standard/Rapid/Careful/Wait options, they can also make the results of the abilities themselves more pronounced, since most people don't bother with anything but Hasty Hand or spamming Standard anyway.
Last edited by Resheph; 02-09-2012 at 04:28 AM. Reason: afterthoughts
Although the current crafting system is flawed, its easy enough for players to level a battle/magic job, gather some mats, and start up a craft. And even if they can't get mats they have leve quests to provide them with EXP and mats. I do hope SE does open up the crafting system so more people can withstand the long grind, either through added complexety or higher EXP gains, but I enjoy the current system, its time consuming, but at least you don't need to either: spend millions of hours gathering mats or have a ton of gil like in FFXI. You can do it all in moderation and for casual players, its a good system. I think to alleviate some of the grind they could put in more skillful ways to gain advantages in EXP gain for the hardcore audience or something of the sort.
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