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  1. #31
    Player

    Join Date
    Apr 2011
    Location
    Uldah
    Posts
    126
    The crafting system is borderline terrible, its un-defendable in my book. I get that the dev's wanted to be innovative and different but under the current system I just don't see it being viable in the long-run when everything else is getting much needed revamps.

    All the mini-games should be done away with for normal synthesis, it did nothing to prevent bots, it frustrates everyone and makes it totally not fun.

    I propose a system where it is easy and quick to craft an item but make HQ crafting a whole different ballgame that involves a lot of thought and creativity.

    My idea would basically be this: You create any normal items instantly, w/o the gauges and what not. Once the item is created you get an option called "improve item" and from there you can add different types of things to it, you could make X-item have more attack or X-item gives more magic acc plus you can now turn those items into a +1 +2 +3 while customizing the item to fit a market. You can only attempt to improve an item one time per item.

    NQ items would be just NQ, nothing special because the items were instantly created.
    HQ items would have a completely different system added just for it. It would basically be "playing a different mini-game" for HQ'ing, you would be able to completely customize the gear the way you wanted to. Playing the improve item game should be high-risk, high-reward. Should you fail on the "Improve item" function the item should get - stats, major loss to maximum defense, attack, durability, and now the item can no longer be improved upon.

    Example:

    NQ crab bow:

    Attack: 127
    Accuracy: 165
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    I select "Improve Item" and focus on either upping attack or upping accuracy. Lets say I succeed at upping the attack except it isn't a +1 +2 +3 verison, its just slightly upgraded.

    Minor Upgraded Crab Bow

    Attack: 134
    Accuracy: 165
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +1 Strength

    Now a +1 Crab Bow while focused on upping attack

    Attack: 141
    Accuracy: 165
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +3 Strength

    +2 Crab Bow while focused on upping attack.

    Attack: 148
    Accuracy: 165
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +5 Strength

    +3 Crab Bow while focused on upping attack

    Attack: 155
    Accuracy: 165
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +8 Strength
    + Durability Increase


    Slightly minor Crab Bow while focused on upping accuracy.

    Attack: 127
    Accuracy: 171
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +1 Dexterity.

    +1 Crab Bow while focused on upping accuracy

    Attack: 127
    Accuracy: 178
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +3 Dexterity

    +2 Crab Bow while focused on upping accuracy

    Attack: 127
    Accuracy: 185
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +5 Dexterity

    +3 Crab Bow while focused on upping accuracy

    Attack: 127
    Accuracy: 192
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 117

    +8 Dexterity
    + Durability Increase

    When you fail on "Improve Item"

    Depleted Crab Bow

    Attack: 87
    Accuracy: 80
    Parrying: 0
    Magic Potency: 14
    Magic Accuracy: 117
    Crit. Hit Rate: 75

    -5 str, -5 dex
    (0)
    Last edited by Burn; 05-05-2011 at 07:10 PM.

  2. #32
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    The new materia system Yoshida brought up will give the ability to add +atk and all that stuff. But youre on to something with turning a NQ complete item into a HQ item by means of a different mini game or 'improve item' system.

    Tho, with the materia system coming out to customize equipment by socketing it, they should probably just do away with the HQ system all together. Socketing items to increase their power would be making them HQ in a way.
    (0)

  3. #33
    Player
    Mireille's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    319
    Character
    Mireille Celestine
    World
    Balmung
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Burn View Post
    All the mini-games should be done away with for normal synthesis, it did nothing to prevent bots, it frustrates everyone and makes it totally not fun.
    I wanted to answer this one point. I think the reason for the mini games is to allow for something similar to battle regimens in group crafts. This is speculation on my part but for example if we are going to build real ships, and not just little boats, erecting a mast would require multiple crafts and a variety of job abilities working in concert. This is the real meat of the system that I think was intended, but perhaps not implemented as well as it should have been in what are its initial stages. If I am correct the system doesn't need to be scraped it needs to be adjusted. I agree that it should be something that is still a lot of work, but I would like that effort to be based more on commitment to the accomplishment and play skill than it is on random chance or endless farming over the course of years. If you really think about it you learn a craft by education and apprenticeship in addition to constantly refining your skills by doing the craft, so perhaps that education should be included in some way as a play element.

    I think they are so focused on fixing the battle system that we won't see a major revision of crafting till that is done. I know Yoshi-P says they have many teams and can do more than one thing at once, but I still think the battle system is the main problem they have to address and fast. The truth is they can probably relaunch with a good battle system plus a substantial content upgrade, and implement major revisions to crafting after we are paying a fee. It would suck for main crafters, but I have said before I want SE to get the game to a point where it is a good investment for them as top priority even if that means changes I want take a back burner. I wouldn't want them to delay 6 more months to fix crafting, but thats just my own opinion. I would like to see them tweak the current system to make it more workable to people who want to craft now.
    (0)

  4. #34
    Player
    Eisah's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    50
    Character
    Eisah Vakohler
    World
    Excalibur
    Main Class
    Lancer Lv 50
    The only thing I mind is that it's not really fun. I would enjoy more of a puzzle... I like the Parley system (wish we used it more), it's kind of fun to try and pick out the best numbers. If they could figure out how to make crafting just plain more enjoyable I think the game would improve a lot. There could still be some luck involved, but look at how many people like playing things like Tetris or Solitaire; there's no real point other than just to solve puzzles.

    If they could come up with some creative ways for people to put the ingredients together it could be one of the funnest parts of the game.

    Although someone mentioned fishing in FFXI earlier. I think how they changed it was a good idea but I don't think it quite worked. After they changed it I recall fighting many a-bucket because it would stay in the middle or wag back and forth faster than it got shown on my screen. I actually gave up fishing because I was in my 50's and fighting moat carp at that point (I actually found it easier catching higher level fish sometimes, simply because they usually pulled to a side at least). I got what they were trying to do, but if you didn't happen to have a fast computer or the fish/item just wouldn't move it was a real pain.
    (0)

  5. #35
    Player
    EmeraldHill's Avatar
    Join Date
    Mar 2011
    Posts
    351
    Character
    Emerald Hill
    World
    Coeurl
    Main Class
    Astrologian Lv 70
    Haven't played in a while, logged on today, confirming that crafting is still boring and overly tedious.
    (0)

  6. #36
    Player

    Join Date
    Mar 2011
    Posts
    216
    Bejeweled style crafting. You guys know you want it. I know I'd go bananas for it.

    If you can make this out of Bejeweled, I'm sure something could be made for crafting.
    http://www.youtube.com/watch?v=ygqBYGccYtQ
    (0)
    Last edited by RabidSquirrel; 07-29-2011 at 08:17 AM.

    Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.

  7. #37
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    As much as I would like something more fun, a simple random number based crafting system is generally more suited for a wider audience.

    Consider for example a reflex-based mini-game: It shifts the advantage to younger players and risk ostracizing the older folks. Like it or not, people in their 30s-40s (more common than you think) are not likely to be as good as say, someone in their teens. If they make it too lenient in this case, HQs will flood the system.

    Similarly, a casual player is less likely to have the time to hone their reflexes on the mini-games.

    No system is perfect and it depends on their target audience. Consider a good portion of FF fans are now in the lates 20s-40 range (if you think about the release dates of the games), I doubt they will want to handicap them.

    *Free Realms looks like they are targeting teenagers.
    (0)

  8. #38
    Player
    Deminia's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    165
    Character
    Deminia Brellenwind
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I actually enjoy the current crafting system, although I see a lot of room for improvements.

    1) I agree that it takes too long per synth, especially if I am many levels above the crafting skill cap on an item. I would prefer that the speed of the synth would somehow be tied to the crafter's rank, taking things like gear, synthing support, and any guild point skills purchased into account as well. A basic low level crafting item should take less time to create the higher your rank is.

    2) I am fine with the randomness of HQs as it stands. Those should be special items and be more rare. I do agree however that your rank, gear, guild mark purchases etc should have a more noticeable effect on synthing HQs, but should not guarantee an HQ.

    3) I would like an option to toggle off/on the crafting music, so that I may have the option to hear the game soundtrack instead if I wish.

    4) Crafting leves are currently highly unbalanced. Each city should offer the same number of levequests at every rank category to all players. There should never be days when I select "rank 20" leves for my main craft and it says there are no leves today. I don't care if there is a set limit, but it should be the same set limit for every player, for every craft, in each city.

    5) I would like to see categories for ranks 15, 25, 35, and 45 listed. It is very tedious to keep getting offered crafting leves that are way below your crafting level. You should always be able to accept leves that are in the correct skill level, not 10 levels below your skill level. (Lower leves should still be available as well however, in case the player wishes to accept them for the reward/guild marks alone).

    6) Crafting skill levels for certain items need to be adjusted. Currently, a weaver (for example) can create a finished outfit at a much lower level than he or she may create the cloth required to make that outfit. This seems backwards to me. Basics like cloth, thread, and the equivalents in other crafts should be learned first, and then later be able to craft completed items using that cloth.

    7) Many recipes are overly complicated, calling for numerous pieces to be crafted from numerous ingredients. This results in a storage problem for crafters, and an inordinate amount of time spent creating what amounts to 1 completed item.

    8) We currently earn a recipe reward from each leve we complete... but for some reason are expected to remember these recipes or write them down. Why are such recipes not saved in some way - perhaps using a menu tab for each craft, listing every recipe a player has already learned (either as a reward OR just from previously crafting it). At the very least, there should be a location in each guild where a library stores all recipes for future reference.

    I would be fine if some recipes for certain special items could only be learned & created after completing a quest.
    (0)
    Last edited by Deminia; 07-29-2011 at 12:45 PM. Reason: typos

  9. #39
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    I agree with all of Deminia's points except for #6/#7. Realistically, it is harder to weave a cloth than to use a ready made one.

    #7 is also there for some realism. It also encourages/forces crafters to specialize in products (more efficient use of space). Not a popular decision for sure.
    (0)
    Last edited by tymora; 07-29-2011 at 12:52 PM.

  10. #40
    Player
    EmeraldHill's Avatar
    Join Date
    Mar 2011
    Posts
    351
    Character
    Emerald Hill
    World
    Coeurl
    Main Class
    Astrologian Lv 70
    I'd be happy with just faster crafting, at the very least as a temporary fix.
    (0)

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