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is using a rapid fire controller for crafting OK?Follow

#52 Oct 13 2011 at 2:15 PM Rating: Decent
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TwiddleDee wrote:

Maybe we are playing 2 different games then, way i see it there's no difference out side of the order in which you press the same 5 buttons (arrow keys and enter/confirm). Still waiting to read your model of a fun crafting system. If SE cant do it maybe you can. In the mean time I'll go cook me some dinner, oddly it's a tedious and annoying task in rl too.

Please tell me you're trolling here. You don't actually navigate your action bar manually with arrow keys and enter, do you? It's not like we don't have these things called hotkeys even if I'd prefer being able to bind them myself.
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#53 Oct 13 2011 at 2:21 PM Rating: Decent
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Omena wrote:
TwiddleDee wrote:

Maybe we are playing 2 different games then, way i see it there's no difference out side of the order in which you press the same 5 buttons (arrow keys and enter/confirm). Still waiting to read your model of a fun crafting system. If SE cant do it maybe you can. In the mean time I'll go cook me some dinner, oddly it's a tedious and annoying task in rl too.

Please tell me you're trolling here. You don't actually navigate your action bar manually with arrow keys and enter, do you? It's not like we don't have these things called hotkeys even if I'd prefer being able to bind them myself.


I play with a controller and use the d-pad to navigate my action bars, and considering the time it takes for every ability to actually activate, I've never really felt like I was in any way impeded by this approach.

Twiddle is definitely guilty of trolling, but I'm not really sure this is the best example.
#54 Oct 13 2011 at 2:50 PM Rating: Decent
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You mean like this? LoL j/k.

Ok i am at fault for the poor comparison, I'll take the criticism there. However i still stand by my main comment, that no excuse can make using 3rd party crafting tools an acceptable alternative. It's repetitive, boring and will probably make you go comatose, i know. With out preaching the best alternative i have is switch things up craft one day, play DoW/M the next. I don't think the crafting classes were intended for soul reason to play, as i just cant picture how they would be made fun/exiting.

Edited, Oct 13th 2011 4:50pm by TwiddleDee
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#55 Oct 13 2011 at 3:07 PM Rating: Good
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TwiddleDee wrote:
I don't think the crafting classes were intended for soul reason to play....


They were, this is really a simple fact. Just go look at the promotional site and read some of the information that hasn't been updated since launch. There was never a doubt in anyone's mind that DoH and DoL were intended to be a viable way to play the game. The mere fact that you can parley through the main story is proof of this.


TwiddleDee wrote:
...i just cant picture how they would be made fun/exiting.


Apparently neither could the developers, but that's not a very good excuse. You're not paid to make games, so thankfully I couldn't care less that you can't think of a way to make it fun. The development team on the other hand...

Honestly, people play games that have nothing to do with combat all the time. Animal Crossing, Harvest Moon, the Sims, 90% of "social" games, etc. SE overlooked so many potential ways to make crafting more fun. Making the actual act of crafting a tedious non-reactionary mini-game certainly wasn't the right path.

A lot could be done in the realm of customization and aspects outside of crafting, I made a whole thread about this, and it got fairly decent responses and ideas from other players, I may revive it now that I think on it... but honestly, giving players workshops, stores, and lots of things they can customize, etc. and giving crafters things to do other than just make items, creating player contracts, etc. There's a million ways to make crafting and gathering more interesting.


Edited, Oct 13th 2011 2:07pm by RamseySylph
#56 Oct 13 2011 at 4:30 PM Rating: Decent
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RamseySylph wrote:

Honestly, people play games that have nothing to do with combat all the time. Animal Crossing, Harvest Moon, the Sims, 90% of "social" games, etc. SE overlooked so many potential ways to make crafting more fun. Making the actual act of crafting a tedious non-reactionary mini-game certainly wasn't the right path.

A lot could be done in the realm of customization and aspects outside of crafting, I made a whole thread about this, and it got fairly decent responses and ideas from other players, I may revive it now that I think on it... but honestly, giving players workshops, stores, and lots of things they can customize, etc. and giving crafters things to do other than just make items, creating player contracts, etc. There's a million ways to make crafting and gathering more interesting.


Edited, Oct 13th 2011 2:07pm by RamseySylph


I can't speak much of social games as they have never peaked my interest, so if something exists in that gaming aspect to make crafting in xiv more fun i don't much know about it. And i do agree that the path they chose was not exactly what most people were looking for.

Toss up a link to it, would not mind giving it a read through.
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#57 Oct 13 2011 at 4:34 PM Rating: Decent
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TwiddleDee wrote:
RamseySylph wrote:

Honestly, people play games that have nothing to do with combat all the time. Animal Crossing, Harvest Moon, the Sims, 90% of "social" games, etc. SE overlooked so many potential ways to make crafting more fun. Making the actual act of crafting a tedious non-reactionary mini-game certainly wasn't the right path.

A lot could be done in the realm of customization and aspects outside of crafting, I made a whole thread about this, and it got fairly decent responses and ideas from other players, I may revive it now that I think on it... but honestly, giving players workshops, stores, and lots of things they can customize, etc. and giving crafters things to do other than just make items, creating player contracts, etc. There's a million ways to make crafting and gathering more interesting.


Edited, Oct 13th 2011 2:07pm by RamseySylph


I can't speak much of social games as they have never peaked my interest, so if something exists in that gaming aspect to make crafting in xiv more fun i don't much know about it. And i do agree that the path they chose was not exactly what most people were looking for.

Toss up a link to it, would not mind giving it a read through.


Assuming you're talking about my fun for non-combat classes post, you can browse it here. It's also on the official forums, and probably more complete there, in that it's not broken up into a bunch of posts, but more compiled, you can find that link somewhere on the second page I believe, after people requested I post on the official forums.
#58 Oct 13 2011 at 5:33 PM Rating: Decent
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This may come as a shock, but you can do the same thing with a keyboard. A rapid fire controller is no more an advantage than a keyboard.
#59 Oct 13 2011 at 7:59 PM Rating: Excellent
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RamseySylph wrote:
TwiddleDee wrote:
I don't think the crafting classes were intended for soul reason to play....


They were, this is really a simple fact. Just go look at the promotional site and read some of the information that hasn't been updated since launch. There was never a doubt in anyone's mind that DoH and DoL were intended to be a viable way to play the game. The mere fact that you can parley through the main story is proof of this.


TwiddleDee wrote:
...i just cant picture how they would be made fun/exiting.


Apparently neither could the developers, but that's not a very good excuse. You're not paid to make games, so thankfully I couldn't care less that you can't think of a way to make it fun. The development team on the other hand...

Honestly, people play games that have nothing to do with combat all the time. Animal Crossing, Harvest Moon, the Sims, 90% of "social" games, etc. SE overlooked so many potential ways to make crafting more fun. Making the actual act of crafting a tedious non-reactionary mini-game certainly wasn't the right path.

A lot could be done in the realm of customization and aspects outside of crafting, I made a whole thread about this, and it got fairly decent responses and ideas from other players, I may revive it now that I think on it... but honestly, giving players workshops, stores, and lots of things they can customize, etc. and giving crafters things to do other than just make items, creating player contracts, etc. There's a million ways to make crafting and gathering more interesting.


I've always thought this to be the case. I weep quietly inside for how pitiful of a job SE has done with the promise of elevating DoH/L to the status of combat jobs. How much more they could have been... There's not even mining points in any actual MINES.
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#60 Oct 13 2011 at 11:00 PM Rating: Excellent
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rikkuotaku wrote:
How much more they could have been... There's not even mining points in any actual MINES.


Woah, woah, there! There's no need to go all out, is there? Isolated nodes plunked down from the sky + inexplicable sparkles is more than enough for a true "next-generation" MMORPG.
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