


It looks as both crafting and gathering are both easier/more reliable now.
DoL having the option to target what they want is a big change. This benefits those who are gathering for crafting (get exactly what you need), it benefits those who are gathering for the purpose of selling in the markets (they can target the most profitable item) -- AND it benefits those who purchase the goods (if something becomes popular, then it will be directly harvested more and the price will drop - stronger supply and demand forces)
DoH changes are also quite nice. The 'Quality' value looks as though it is currently tied to the level of the recipe vs your own level. This makes obtaining HQ results on lower recipes a bit easier, and it looks as though you can get a slight HQ chance even with no quality at all. The addition of a 'quality' value also allows the devs to create special recipes that have steeper HQ requirements, or none at all. There is a lot of future flexibility in this system.
Something else:
Anyone notice that all the Carpenter abilities have 'Requires: CRP' in their description? At first, I was concerned that cross-class DoH abilities might be going away, but then I noticed that recipes, skills, etc.. all seem to be written just for the limited amount of classes available in the Alpha. I expect it will be back in the beta.
Last edited by Zantetsuken; 12-14-2012 at 01:03 AM.
This actually makes me want to craft and gather.
Same here!
I think SE is on the right track as far as crafting. The monotony of the mini game is replaced with a system that allows you to choose your own reward, the crafting system itself seems a bit more fast paced, and I love the look of the UI system! It's a well-crafted system.
Haha, "well-crafted". I made a funny!
.........
Screw you guys, I'm funny.
There seems to be a whole lot of people who benefit from 'looting' these trees that SE has laid to waste for our convenience. Are there any drawbacks to such a "system"?It looks as both crafting and gathering are both easier/more reliable now.
DoL having the option to target what they want is a big change. This benefits those who are gathering for crafting (get exactly what you need), it benefits those who are gathering for the purpose of selling in the markets (they can target the most profitable item) -- AND it benefits those who purchase the goods (if something becomes popular, then it will be directly harvested more and the price will drop - stronger supply and demand forces)
DoL having the option to target what they want is not a big change. You had the option to do so in 1.0. The big change is making it as easy and simple as possible, just click what you want and you're done. What does this mean? It means that more people will gather effectively, lessening any profit from it. Even people who have almost no interest in it can jump in and go at maximum efficiency as there is no system in place. This is bad for people looking to profit from gathering, not good.
If you're gathering to craft, are you crafting to gain EXP or gil? If it's gil, the fact that a higher % of people are gathering more effectively is going to hurt your gains. If it's EXP.. Leves had often become a faster way to do it, and we know quests will be a significant way to level in ARR.
So what are we in favor of exactly? Perhaps speeding up a fragment of DoH EXP, something that is already designed to be very fast.. At the expense of a more complex and robust gathering system and overall economy? I say more complex - that doesn't mean complex, just moreso than the most simple way imaginable to keep gathering in the game at all.
And nevermind the obvious that this kind of loot-gathering requires less sophisticated botting - that'd just be piling on.



Not necessarily. it just means that profit won't be based on luck, but on a time-based constant. It's the same. It just removes the element of randomness.


I have to disagree/agree with this because gathering in 1.0 was already easy to get into and not hard to figure out, you just don't have to play the lame mini game anymore. Only thing i agree with is that in 1.0 if you was aiming for ele ore and did not get it you got something else which lead to more money and 2.0 you get nothing if you miss.There seems to be a whole lot of people who benefit from 'looting' these trees that SE has laid to waste for our convenience. Are there any drawbacks to such a "system"?
DoL having the option to target what they want is not a big change. You had the option to do so in 1.0. The big change is making it as easy and simple as possible, just click what you want and you're done. What does this mean? It means that more people will gather effectively, lessening any profit from it. Even people who have almost no interest in it can jump in and go at maximum efficiency as there is no system in place. This is bad for people looking to profit from gathering, not good.
If you're gathering to craft, are you crafting to gain EXP or gil? If it's gil, the fact that a higher % of people are gathering more effectively is going to hurt your gains. If it's EXP.. Leves had often become a faster way to do it, and we know quests will be a significant way to level in ARR.
So what are we in favor of exactly? Perhaps speeding up a fragment of DoH EXP, something that is already designed to be very fast.. At the expense of a more complex and robust gathering system and overall economy? I say more complex - that doesn't mean complex, just moreso than the most simple way imaginable to keep gathering in the game at all.
And nevermind the obvious that this kind of loot-gathering requires less sophisticated botting - that'd just be piling on.
Gathering in 1.0 wasn't luck, it was probability -just as this video shows its percentages.
What do you think changed in 1.0 when you changed the level (bar) at which you were gathering?



Probability and luck are, for the purpose of getting a random number generator hit the right number, exactly the same thing.
The less random number generators there are in a game, the better.
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