But I want to push button and it will work for me. I have
job and 15 childrens, you know. How about retainers will do the craft instead, so I can collect loot after some time. uwu
But I want to push button and it will work for me. I have
job and 15 childrens, you know. How about retainers will do the craft instead, so I can collect loot after some time. uwu
Yep, but it's some years late, sadly. All the flags were up at release, and each update and expansion was a renewed confirmation that player agency wasn't really in their plan.
One day, someone will make a clicker-game based on FFXIV and it will be seen as more engaging than the base game.
Last edited by Genz; 02-02-2020 at 09:30 PM.
Why is it that the people who same to hate this game the most still stick around to complain? Move on, find something else.Yep, but it's some years late, sadly. All the flags were up at release, and each update and expansion was a renewed confirmations that player agency wasn't really in their plan.
One day, someone will make a clicker-game based on FFXIV and it will be seen as more engaging than the base game.
If I hated a game this much I'd leave and never look back...
Some people seem to get off on complaining. My grandmother is very similar. They get their kicks in by bringing the mood down. Best plan of attack? Ignore and push past em.
So I know you were more or less being sarcastic here, but I actually think crafting retainers could be interesting if done right. We already have gatherer retainers, after all. If you could do retainer "party" ventures with retainer roles (hunter, gatherer, crafter) for some of the more-common base materials used in other crafts.
So you could say "I would like 20 bolts of felt lining" and it says "that will take one combat retainer for hunting OR one miner, and one weaver retainer, both of level _<whatever>_" (to represent getting the materials and then crafting them) and charges you... say, 6 ventures. So you pick two retainers and pay the ventures and send them off, then you come back an hour and a half later and you have 20 bolts of felt lining without having to run in circles slaughtering karakul and grenades en masse until you have enough fleece and ash, etc.
It could also benefit SquareEnix financially as it would be a motive for folks to pick up additional retainers. That said, it would potentially undercut part of the marketboard economy—people farming low-level mats and putting stacks of them up for others to buy—which might not be ideal.
Crafting and gathering was supposed to be engaging? What?
Certain touches and synthesis already behave that way, and it's the direction the devs want to go so players cannot rely on macros. While I am not implying that RNG should be stripped of crafting and gathering, I am still curious how to perpetuate any kind of a challenge without it.My suggestion would be to make it skill based somehow. My idea though, would be making touch actions only available during certain crafting conditions. For example, you can only use Delicate synthesis or prudent touch during a Good/Excellent. That’ll essentially make macros not optimal and make manual crafting a thing. It’ll also show who really enjoys crafting and who really doesn’t. But that would involve RNG.
Anything in a game that is of value or importance, usually involves RNG or putting in a ton of time and effort. For example, in resident evil 2 remake, to get infinite ammo guns, you need to beat the story on Hard Mode during a very short time frame. Any longer, and you don’t unlock it. Things that are easy in games, or involve little to no RNG, are essentially useless or not worth many people’s time to pursue. I just don’t see any way around that personally.
I thought of a time frame scenario as well, wherein you only have a certain amount of time to complete a synthesis, or make a decision before a consequence such as loss to durability. I think I might have even suggested something similar to TT, where there are certain restrictions based on the region you are in, but I feel none of these are all that good to sustain engaging gameplay with crafting and gathering.
Perhaps challenge doesn't need to be perpetuated so much as it just needs to keep a player thinking. But if it's not PvE or PvP, I'm not sure how much of a skill requirement you can put in there before most players lose interest altogether. There is a large portion of the playerbase that sees crafting/gathering as a pass time, and what they do to get away from such requirements while still grinding away towards a goal. That's not to say there shouldn't be some form of challenge, otherwise we risk more "just make it one button" arguments.
Ultimate is not that kind of ultimate i want for a raid. I want a raid. Not school Exam trials.I mean, ultimate exists yet there's a plethora of combat duties that are easy. Why shouldn't crafting be that way? It was over complicated to begin with. Now they have a baseline they can go from.
Besides, no one ever manual crafted. It was never a skill thing. It was always meld to this point, then use these macros. Super hard.
The weapon reward might look cool but it kinda kills off relic for me. I am not bothered with relic anymore as if it has lost its "end" meaning. I rather want a real life trophy for real.
Overhaul MNK first, then stop overhauling things!
Or keep overhauling things, whatever.
Just overhaul MNK
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