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Improvements to Recipe bookFollow

#1 Dec 16 2010 at 1:32 AM Rating: Excellent
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As of this post the mid-Dec update just arrived and the crafting menu received a newly implemented recipe book. While I hold the recipe book to be a step forward, I believe we can still improve this further. See below for a mock synthesis using the recipe book and where I believe there to be extraneous steps [in red].

1. Open synthesis menu
2. Click recipe button
3. Choose desired recipe
4. Confirm the recipe you choose
  • Remove this extraneous step. The crafter most likely has the synth memorized and knows the crystal usage. You get another confirmation with the exact same information after step 6. If the you mis-selects the wrong recipe, simply remove the craft mats or go back to step 2.

5. (Focus is on the 1st loaded item at this point)
  • The focus should be over the Main Hand button so you can start the synth immediately when using a keyboard or gamepad without extraneous button presses.

6. Click Main/Off hand to begin actual synth.


addendum:
I also realize that most of the time when I'm using the recipe book, what I'm really hoping for is a "do last synth" button that will automatically confirm everything and simply just start the synth mini-game. Ultimately, I'd like the fastest way possible to tell FF14 what I want to craft so I can get to doing the actual synthing ASAP. In the absence of this magical button, getting rid of the extraneous clicks using the recipe system is the next best thing IMHO.

Edited, Dec 16th 2010 2:38am by Socks
#2 Dec 16 2010 at 2:11 AM Rating: Excellent
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11,576 posts
I agree. I give SE full credit for the improvement. It's appreciated and very much a step in the right direction. Going forward, however, I'd like to see it streamlined a little. Instead of selecting the recipe from your book and having it put the mats in your materials boxes, I'd rather see something like this:

1) Select Recipe option.
2) Select recipe from list.
3) Dialogue box pops up with Main Hand, Off Hand, Substitute (see blow) and Back options.
4) Upon selecting Main or Off Hand tools, standard confirmation box pops up (finished item, recommend facility/training, shard cost, etc.)
5) Confirming from this box begins synthesis.

The Substitute option would be used if you wanted to swap in different quality materials, in which case it would put all of the materials in the current material input frame and allow you to remove/add items until you were ready to proceed the way we currently do.

And while I'm here, I'd like to see something similar for repairs. It's great that it auto-populates the repair material window now, but I think it could be improved even further with the same kind of Main/Off/Substitute/Cancel dialogue after selecting Repair so that you can still use HQ repair materials if you wanted to, but otherwise you can skip a step.
#3 Dec 16 2010 at 5:01 AM Rating: Good
In my opinion the steps should go something like this:

1) Open Synthesis Screen
2) Open Recipe List
3) Choose Recipe which then goes to you choosing Main or Off hand EDIT: Substitution step as aurelius described. I however would like to see the support warnings and sub job warnings happen between choosing the Synth and choosing Main or Off hand. Basically going from hitting main straight to synthing mini-game eliminating a whole extra window at the end.
4) Synthing the Item
5) "Kaboom" or "Yay new item"
6) Repeat from 2

Also I would also like to see a repeat last synth button as well, it was something I was thinking of posting till I saw you beat me to it. :D

Edit: Aurelius's Idea is better actually, nice idea with the substitution step for HQ mats and such. Edited it to reflect some of his ideas as well.



Edited, Dec 16th 2010 4:09am by Manosuke
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#4 Dec 16 2010 at 1:47 PM Rating: Decent
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I'd like something akin to the following:

  • The default synthesis screen has the recipe window open on the right side of the materials area.
  • Clicking a recipe brings up this window:
  • +----------------------------------------+ 
    |          ------ITEM NAME-----          | 
    |   Materials   (USE WORST) (USE BEST)   | 
    |   Material 1               (qty/inv)   | 
    |   Material 2               (qty/inv)   | 
    |   ...                                  | 
    |   Material 8               (qty/inv)   | 
    |                                        | 
    |   Crystals:                            | 
    |   etc.                     (qty/inv)   |   
    |   Required Skills/support:             | 
    |   etc.                                 | 
    |  (MAIN HAND) (OFF HAND)      (CANCEL)  | 
    +----------------------------------------+

  • This dialog will list the items to be used with two buttons to select the best or worst - defaults to last selection.
  • Missing Materials/skills/support/shard are highlighted in red, with quantity required and quantity in inventory shown.
  • Default cursor position is on the last used tool.
  • Main Hand / Off Hand button begins synthesis immediately.
  • Upon completion the cursor returns to the last used recipe allowing the recipe to be quickly repeated.

  • This method should also be applied to synthing for leves.

    Edited, Dec 16th 2010 11:58am by BaseVilliN
    #5 Dec 17 2010 at 1:48 AM Rating: Good
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    44 posts
    You guys made me realize I missed something crucial. For instance, even if you choose a specific recipe (for example, brass ring), you still have to reselect the brass ring from a list of possible things that could be made by 2 brass ingots after clicking Main/Off. But your ideas cover this. =)

    I really like the BaseVillin's idea, as this would be most ideal for spamming the same recipe 100x. If I may, I would like to simplify BaseVillin's idea and let the players deal with the selection of HQ/NQ items. Items that you don't want to be synthed can simply be left in a retainer, which most players visit routinely right before a big crafting session.
    #6 Dec 17 2010 at 11:39 AM Rating: Decent
    1 post
    SE has made too many mistakes by launching this game in a BETA status.

    I'm severly dissapointed in the so called "improvement" to the crafting of materials/items.

    I expected it to be simply n user friendly. which it is NOT. It should have been implemented as such...

    Step 1. Click on the recipe tab.
    Step 2. click on 1 of your 8 recipes
    Step 3. Click confirm.

    AND THAT IS IT.

    there is absolutly NO need to make players need to click "main hand" or "off hand" everytime they doing a REPEAT recipe, or click on the recipe a 2nd time after that, or click on confirm for crystals shards after that.

    I hope the devs/whomever checks these posts reads this n makes the NEEDED adjustments asap.
    I mean really what is the point of having a REPEAT recipe list, if u are still required to hit 3 extra clicks just to get started for a total of 6 clicks, when it should b 3 TOTAL.

    This game needs soo much improvement, the targeting system is still bad, the sp system is better (with the set amount for entire party) but it is still not a GOOD system. Writing that the 500sp cap per kill was being eliminated and then making the average sp u get per kill (100-175) for anything except linking leves was a TERRIBLE idea. SE should have never mentioned the 500sp cap being eliminated if there plan was to make it almost impossible to get over 200 per kill (unless u linking leves).

    This game can not afford to keep dissapointing its players with poor decisions, poor planning, and then implementing good ideas in a worthless manner. ie the recipe book was a GREAT idea, and it was executed terribly.

    The only reason i am still playing this game is because its free. I hope SE starts actually making the needed correction QUICKLY. These issues (SP system, recipes system, targeting, NPC's not repairing accessories and only repairing to 75% is stupid.) the repair NPC should b able to repair EVERYTHING in ur inventory to 100%. NOT just to 75%, n NOT just what u r wearing at that moment. Giving players choices is absolute if u want them to play for years. So if you are hesitant to make NPC's repair to 100%, then at LEAST make it an option. let the player choose if they want 75%, or 100% repairs n vary the cost.

    The menus have gotten MUCH better. being able to see whats damaged both in ur inventory n on ur person was a GREAT addition, BUT that should have been in at launch. SE you are not going impress the current players by taking 6months to add-in improvements like this, when u are behind n it should have been in at launch. At least not enough to make us pay for this game.

    In the state FXXIV is in I wouldnt pay $5 per month to play it, much less $15. This game needs to have all the current know issues (which have been stated numerous times for past 2 months; so i wont bother to add in anymore then what i already have) by the end of Jan. at the lastest.

    They should have been fixed by end of oct, if u wanted to charged players n keep people from quitting. I like how SE immediatly patched conj. from gettin max sp by healing 1x, but took until NOV to ATTEMPT to fix sp system (still not great) and took until DEC to start fixing repair/crafting system (which also still need work).

    SE does not seem to realize the URGENCY in which they need to fix this games many flaws....

    I hope by January's end I can post that all is well. we shall see.....







    #7 Dec 17 2010 at 11:50 AM Rating: Default
    6 posts
    I can't wait for SE to start charging for FFXIV. Then all the whinos will leave.
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