I'm not sure how many cross-craft synthesis leves you get but right now for armorer about half the ones I've been getting recommend a subcraft. I just found another one in Ul'dah for armorer. Rank 30 (oh glee) for Iron Hoplons. "Requires" at least 15 carpenter subcraft. I succeeded 4 out of 6 attempts despite failed Standard attempts that were producing 24-27 durability loss. (One on my final (failed) attempt for the leve I had one standard failure that cost me 31 durability). And when your neutral standard attempts are producing 17 progress and 16 durability loss, the durability just goes down awfully **** fast. And the tragedy is that I'm to the point now where I don't even care that I successfully completed the leve. The process was miserable. It wasn't fun. One leve out of four in 72 hours complete.
Imagine trying to sell that to a true casual player who takes up crafting early on and thinks it's the bee's knees and then they hit that wall. My understanding is that levequests were supposed to be that fun thing you did for some good rewards and that's why they were restricted. So SE says they're adjusting it. All I can do now is wait and see.
A lot of the good Weaver synths require LW and I still get that "LW too low" message sometimes. Canvas Hat comes to mind currently. My LW is only 18 and I need 25(according to some recipe lists). I have found that I can still complete those synths without the suggested subcraft rank if I have enough Weaver ranks ABOVE the recipe. You can somewhat counter the subcraft need that way. Though you definitely notice the difference when you get the subcraft up to par for it.
It seems Armorcraft & Blacksmith are two of the more involved crafting classes when it comes to subcrafts. Got one in my LS doing both and he's forever talking about another craft he needs to level up. You chose a more difficult craft to master.
I guess the way I see it is that this is clearly something that's frustrating a lot of people, but at the same time is inevitable if they continue to craft. Generally that's what is known in psychology as "a bad thing."
The two most viable solutions are:
1) Stop crafting and find something else you enjoy that won't cause you inevitable rage.
2) Accept that you'll fail sometimes and there's nothing you can do about it, so there's no point in letting it bother you.
Generally I try to avoid things that require too much of the second option... having to rationalize away your frustrations during leisure isn't particularly fun. But if you're committed to your goal in spite of the crap you have to put up to do so, then it's the only viable option.
That random factor that angers so many people and has me cussing at the screen is also something I really like about the game. It does add that annoying bit of "sometimes sh*t happens" realism.
Leisure is normally where people want to get away from that-- to establish control over their life. Autonomy is the defining quality of recreation. And in most recreation, when "sh*t happens," it's because of something -you- did.
Stacked this quote in here too because it was a good post and I like what you bring up there. In the first month+ since the game came out we had a number of threads here talking about the crafting system being broken. A lot of it included rage over the market wards vs. AH stuff and not being able to find mats, but also about the system itself. People calling it too complicated or difficult and were met with opposition similar to what you describe. "It's not broken, maybe crafting isn't for you." I was one of the people saying that, along with things like "How easy do you want them to make it for you??", etc.(Some other not-so-friendly words) You were with me on that as well Aurelius. Now we're seeing the same debates strike up again at higher levels.
I don't think the system is broken at all.(Painful UI aside) Though it seems like now we're back to the "We don't want it too easy, but not too difficult either" talk & maybe SE skewed the balance too much towards the too difficult end for some? And apparently that's a hard balance to find that makes everyone happy.
Or the debate on whether crafting should be a full-on class.
That would certainly fit with my theory that they simply turned crafting into a standard JRPG battle.
People loved the idea of crafting being a full class and the more-involved system in the early ranks, now it's like "Woah, wait a minute!" Certain crafts seem just like a battle sometimes. The game throws you a curveball and you work your way around it or fail. Spamming standard(spamming regular attack) may not cut it.
I've seen the parallels to fighting when I hear some of my LSmates say things like "Man, this wolf was on roids" while they were SPing on wolves and ran into one that nearly killed them or just wouldn't die. I think some still view crafting as a 'side task' that shouldn't be overly complicated or difficult.
I like that the random factor doesn't let me assume that "I'm rank A so I should never have any trouble doing situation B ever again." Apparently a lot of people don't...
I totally get that people want their crafting to be simpler & straightforward like that. Though it gets boring to me if I can find the perfect routine of actions and repeat them over & over for success. Perhaps I'm truly ****** like the SE developers = P
Wow, that may be my longest post ever, sorry! To sum all that crap up, I cuss & rage while crafting to, but don't jump to the "It's broken" talk over it. And I like it better than it being the same exact process each time. Edited, Nov 9th 2010 3:22am by TwistedOwl