Yes you're right, if it is possible to use macros to do the crafts and always (or almost always) get a HQ result, then it definitely makes sense to use macros. And it's pretty much impossible for me to play multiple accounts without macros lol.
But what I hope for, is that the changes in crafting and difficulty of end game crafts will be such that macros will be unable to consistently get a HQ result. Force crafters to actually understand crafting mechanics and be involved in each end game craft, rather than clicking a few macros and bam, an end game craft is done. As long as a few macros guarantee HQ results, crafting is nearly mindless, once you're geared properly and have a good rotation. Would raiding be fun if all you had to do was gear up and have two macros made for each boss? You just walk into a boss fight and click two macros and it's guaranteed to die?
What I would like is interactive crafting (for end game crafts), where crafting becomes something a player actually does... rather than something the game does for us (like it is now). It would be simple to make it so conditions change during crafting that make using macros impossible, for example if you perform a touch action at the wrong time, your CP drops by 100, if you perform a synthesis action at the wrong time, your durability decreases by 3x what it normally would, these are just examples. Bottom line - you fail the crafting mechanics, you need to rely on RNG to get HQ, but if you do everything correctly, HQ is guaranteed. It would force players to actually understand crafting and perform well in order to obtain HQ end game crafts. Perform all the correct crafting actions at the right time and you'll HQ, just like how in combat we need to perform the correct actions at the correct time in order to defeat bosses. Is it not logical that players should actually need to pay attention and understand crafting in order to successfully complete end game crafts?

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