Yeah, it's terrible when more people can participate, isn't it.
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Just watch how soon, everyone is an omnicrafter and the entire point of this sub-community is gone when market boards are swamped with cheap product, and barely anybody except gathering bots makes much money off of it anymore. But I think the REAL problem is that crafting can fail! Its so hard, so stressful, to those poor new crafters, such a difficulty to suffer through, to get to the King Kong mount, right? Why does it have to be so HARD? Make it a tapping game like on mobile!
In other words, we have to wait until the asshats get their mounts, glamour, minions etc before they stop behaving like entitled children and wait our turn.
I missed the fate last night on my server, locked out. I refuse to go to another server to "help them". They don't need my help, the fate is literally clicking on three things.
Yeah, people got those day 1, likely before phase 1 finished (I had harambe and glam before we even hit our fate, for instance)Quote:
In other words, we have to wait until the asshats get their mounts, glamour, minions etc before they stop behaving like entitled children and wait our turn.
To each their own, but some places don't actually need inaccessible content locked to a select few players who have more time and motivation to put everything into them. I've been trying to mentor newcomers and they're enjoying crafting in ffxiv as being a lot more rewarding than other game. Making it unnecessarily complicated doesn't make the rewards worth it, it just makes people confused and not want to do it if the risk of failure is higher than reward. We already have people being toxic in endgame battle content, after all. Let crafting and gathering not become that.