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  1. #61
    Player
    HurtigeKarl's Avatar
    Join Date
    Aug 2013
    Posts
    151
    Character
    Karl Hurtig
    World
    Phoenix
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Flyojumper View Post
    You are overemphasizing and overestimating the strategic elements added by micro managing item transfers between retainer and main inventory. It's really nowhere near as strategic as you make it sound. I'm curious, would you be a proponent of say reducing the main inventory space to 10 slots? After all, you could argue that it forces players to think more about what they are going to use those 10 slots for. There are ways of making a system more strategic/engaging without making it cumbersome and tedious to the player.
    Also, you have not touched on the fact that removing a less strategic forced step would increase the overall time you spent on the strategic part of crafting.
    The mechanical act of crafting, i.e. pressing the buttons during a craft session, is not the strategic part. That's just a timesink, but a good such in the sense that you are forced to think more before the physical crafting. The strategy should already have been thought of and done before you even start the physical crafting.

    Once you have crafted enough, like I have, you don't even have to think about the crafting per se anymore. You would already have an idea of how much time different crafts take in comparison to each other and what buttons you need to click and how your success rate is.

    So what do I have to think about: time management, pricing and #selling slots. There are so many ways to get profit, but every person has 2 limited "resources": time and # selling slots. By introducing more and more variables to the time management problem, you force me to think more.

    You got a valid point though: if you already were spending all your time thinking about other things, like the crafting system, then it would not make sense introducing a complex inventory management system as well to think about. However, the reality is that when you reach crafting endgame, there is a hell lot of time when you don't have to think at all and you just do because you've already thought enough, that's why the current or a more thought-inducing inventory management system is necessary: it introduces more thought in a endgame where there is far too little thought required.


    Quote Originally Posted by Flyojumper View Post
    If you know and execute each step blindly (like a macro would) before the crafting has even started, then you are not 100% optimizing the quality you can get because of Goods/Excellent and their timing. That is fine if you have a buffer to work with and can 100% HQ the item 100% of the time with a macro, but otherwise, you need the human strategic element to adapt to when goods/excellent pop up and how to make the best use of them. There's more satisfaction crafting a lv40 HQ item when you are say lv35 than monotonously moving items around between your retainer and your inventory.

    EDIT: because of posting limitations, I will probably respond to anything by editing this very post.
    You make it sound as if I would be completely surprised and amazed if I had a "good" or "excellent" happening. Of course the plan you figure out before crafting (endgame crafting) already knows exactly what to do when you get a "good" or "excellent" in different situations, so there is no actual thought to speak of when you see "good" or "excellent" happen, you know exactly what to do in such situations.

    I suppose midgame crafting would be the point where you would find inventory management something that simply removes time you can use to optimize your crafting, because at that point you may not have enough experience to know exactly what to do in different situations, but you may have so many items so that inventory management becomes a problem to solve. During endgame crafting, you no longer really have to think much if at all about the crafting itself, so every little bit of extra thinking required counts at that point.

    Edit: To be more precise what I mean about endgame crafting: the point where you have several classes where you can guarantee 100% HQ on i70 item.
    (0)
    Last edited by HurtigeKarl; 10-15-2013 at 06:25 AM.

  2. #62
    Player
    Noodle's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Wren Myrmer
    World
    Balmung
    Main Class
    Culinarian Lv 50
    Definitely on board for this, would be a great quality of life improvement. Or even a bank ala GW2 where we could deposit crafting materials would be awesome (although unlikely).
    (0)
    XIV SOURCE | Final Fantasy XIV Database and Community
    www.xivsource.com

  3. #63
    Player
    Flyojumper's Avatar
    Join Date
    Aug 2013
    Posts
    39
    Character
    Flyo Jumper
    World
    Chocobo
    Main Class
    Archer Lv 50
    Quote Originally Posted by HurtigeKarl View Post
    The mechanical act of crafting, i.e. pressing the buttons during a craft session, is not the strategic part. That's just a timesink, but a good such in the sense that you are forced to think more before the physical crafting. The strategy should already have been thought of and done before you even start the physical crafting.

    Once you have crafted enough, like I have, you don't even have to think about the crafting per se anymore. You would already have an idea of how much time different crafts take in comparison to each other and what buttons you need to click and how your success rate is.

    So what do I have to think about: time management, pricing and #selling slots. There are so many ways to get profit, but every person has 2 limited "resources": time and # selling slots. By introducing more and more variables to the time management problem, you force me to think more.

    You got a valid point though: if you already were spending all your time thinking about other things, like the crafting system, then it would not make sense introducing a complex inventory management system as well to think about. However, the reality is that when you reach crafting endgame, there is a hell lot of time when you don't have to think at all and you just do because you've already thought enough, that's why the current or a more thought-inducing inventory management system is necessary: it introduces more thought in a endgame where there is far too little thought required.
    If you know and execute each step blindly (like a macro would) before the crafting has even started, then you are not 100% optimizing the quality you can get because of Goods/Excellent and their timing. That is fine if you have a buffer to work with and can 100% HQ the item 100% of the time with a macro, but otherwise, you need the human strategic element to adapt to when goods/excellent pop up and how to make the best use of them. There's more satisfaction crafting a lv40 HQ item when you are say lv35 than monotonously moving items around between your retainer and your inventory.

    EDIT: because of posting limitations, I will probably respond to anything by editing this very post.

    Quote Originally Posted by HurtigeKarl View Post
    You make it sound as if I would be completely surprised and amazed if I had a "good" or "excellent" happening. Of course the plan you figure out before crafting (endgame crafting) already knows exactly what to do when you get a "good" or "excellent" in different situations, so there is no actual thought to speak of when you see "good" or "excellent" happen, you know exactly what to do in such situations.

    I suppose midgame crafting would be the point where you would find inventory management something that simply removes time you can use to optimize your crafting, because at that point you may not have enough experience to know exactly what to do in different situations, but you may have so many items so that inventory management becomes a problem to solve. During endgame crafting, you no longer really have to think much if at all about the crafting itself, so every little bit of extra thinking required counts at that point.

    Edit: To be more precise what I mean about endgame crafting: the point where you have several classes where you can guarantee 100% HQ on i70 item.
    It sounds to me like you are grasping at any small mundane task to find entertainment after you have personally gotten bored of the main entertaining part of crafting. If you are that bored and proficient at crafting end game that you basically have to put 0 thought into crafting, then I'm certain you'd be equally proficient and bored about a brain dead activity like moving items back and forth with your retainer. I suggest finding ways to keep yourself entertained with the main crafting part rather than try to keep a cumbersome inventory system just because of the busywork it creates. How about trying to 100%HQ that ilv70 by using the least steps possible? How about finishing the craft with the most durability left?
    (0)
    Last edited by Flyojumper; 10-15-2013 at 10:44 AM.

  4. #64
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Lasteran View Post
    I love crafting in this game. It has been done extremely well. In fact, its so good I often find my entire inventory is full of crafting materials...as well as my Retainers. I end up having to spend an inordinate amount of time trading back and forth with my Retainer to get the crafting mats I need to keep going.

    I propose that SE give us the ability to craft items with ingredients stored in the Retainer's inventory. To make it a little more realistic, I would require that the Retainer actually be summoned so they can "assist" by "handing the materials over" when I need them.
    This isn't possible because the retainer inventory isn't visible or in memory when not interacting with your retainer. SE will most likely tell you that the PS3 wouldn't be able to handle it or yada yada.

    Also, it would probably take away the ability to store unique items and be able to obtain another one.
    (0)

  5. #65
    Player
    Mizore_Canaan's Avatar
    Join Date
    Oct 2013
    Posts
    103
    Character
    Mizore Canaan
    World
    Faerie
    Main Class
    Archer Lv 80
    WOULD LOVE THIS!!
    (0)
    I'm the most pro newb ever!

  6. #66
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    Did not see this topic and posted something similar, sorry
    I am 100% behind this idea
    (0)

    Larek Darkholme @ Ragnarok

  7. #67
    Player
    SugarPeanut's Avatar
    Join Date
    Sep 2013
    Posts
    179
    Character
    Sugar Peanut
    World
    Cactuar
    Main Class
    Conjurer Lv 70
    I know there are several pages already so forgive me if I missed something and this has been said, but in everquest 2 when crafting in your guild hall - you could use ingredients from not just your personal inventory , but the guild crafting boxes as well. So I don't see why ppl think this idea the OP has is impossible because other games have something like this in some way or another ( not all but some ) ^_^ whether we will get that feature somehow , idk ~
    (0)

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