Xeeg wrote: » My complaint is when people say "nah this is the game design, professions aren't for everyone"
Ludullu wrote: » Even if Intrepid come up with the best artisan mechanics in the industry (they will not) - it will still not be for everyone, because not everyone likes to do repetitive tasks, and no matter how intricate the minigame is for gathering - you'll still need to gather thousands of trees/rocks/etc, so people who dislike that would not even touch it.
Ludullu wrote: » The game is built on grind. And I highly doubt it'll ever not be built on grind, because if it's not built on grind - that makes it an "everyone gets a prize" game and Steven never wanted that.
Azherae wrote: » In games where players have too easy access to afk busywork (BDO) or games where 'all economic options are pushed to be as engaging or fun as possible to their demographic (Technically FF11, definitely FF14, EVE sorta now that it is Under New Management), a certain relatively large subset of players immediately ditches the social part of the game and do the Locust transformation thing.
CROW3 wrote: » Now, I find this loop fun, but it’s not everyone’s cup of tea. Which is great for a healthy economy - if gathering was always fun for everyone it would either deplete Verra of all resources, or it would require the respawn rates to be incredibly low. The obvious impact would be inflation across the board.
Ludullu wrote: » I currently dislike processing and crafting because it's not active in any way. I love the overall process, cause, my god, crafting that caravan from my screenshot was enjoyable as hell. But you know what I did to craft it? I chopped the same trees in the same location for 1h to fill out my 3 apprentice lumber bags. I then put that wood into 3 processing tabs (4h each) and went to do other stuff. I then repeated this several times to level up my milling and carpentry to apprentice.
Xeeg wrote: » You don't really need a mini-game or anything for it, because it allows you to just go play whatever other content you want during the timer window. It acts more like a passive income source, which a lot of players may like about it.
Xeeg wrote: » Ludullu wrote: » I currently dislike processing and crafting because it's not active in any way. I love the overall process, cause, my god, crafting that caravan from my screenshot was enjoyable as hell. But you know what I did to craft it? I chopped the same trees in the same location for 1h to fill out my 3 apprentice lumber bags. I then put that wood into 3 processing tabs (4h each) and went to do other stuff. I then repeated this several times to level up my milling and carpentry to apprentice. I was thinking this same thing in a response I was about to make to Azherae and Crow. No one is choosing "processing" because they "like it" at this point, it's just a necessary step in the chain. That being said, I am starting to see some of the synergies and ways that processing could be utilized. Basically, it is good if you plan on staying near your processing node a lot and not traveling too far away for too long of time. You don't really need a mini-game or anything for it, because it allows you to just go play whatever other content you want during the timer window. It acts more like a passive income source, which a lot of players may like about it.
Zehlan wrote: » The profession system is pretty bad whoever made it obviously is stuck in 2003 it is tedious to do. The gathering system is fun although adjustments to resources need to be done. With the idea of player made stuff is the best to have they have put too many hurdles for crafters to keep pace with levelling unless your in very large guilds and the attitude of "maybe this is not for you" is fine until your down to one server and it closes because Steven can't afford to keep it open. A few simple fixes would change the experience When crafting make it that you can preload a stack of items i.e, a stack of 10 boots more like with processing making it not such a grind in crafting. Get rid of the stupid "you need a apprentice level axe to chop apprentice level trees" bullshit! If i wanna take twice as long with my legendary novice axe to chop down an apprentice level tree that's my business. This one thing bottlenecks crafters not allowing them to preload items for the next stage while waiting for a node to be able to process them. The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
Zehlan wrote: » The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem.
Ludullu wrote: » Zehlan wrote: » The one biggest problem I see will be at the top no one will be a grandmaster of anything because too many hands are involved. If i am a grandmaster armoursmith then I should be able to make the entire suit on my own but that is impossible and not just for one component but multiple. So to be a Grandmaster Armoursmith you would need to be a GM miner, GM hunter, GM Tanner, GM Metalsmith, GM Stonemason and GM Armoursmith but you can only have two! What makes this worse is you can't use lower material to higher end items making master level worthless for contributing to you chosen GM profession. Now if they have it set that when you become GM in your crafting profession that all feeder professions can obtain GM too then forget this whole last paragraph because that would solve the entire problem. Or, you know, you can just trade and get all the things you need to craft the GM armor piece. And if you happen to be one of the very few GM armorsmiths on the server - everyone will be giving you the mats to craft. I saw this happen in L2 with crafters that managed to get recipes for new tier of gear first, so anyone who wanted to craft that gear would have to come to them.
Xeeg wrote: » did they just change this?