TBH i wish the red scrip mats were untradeable.
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TBH i wish the red scrip mats were untradeable.
Which will last till 3.2 when new artisan arrives and the grind will be even worse, expecting new tiers of demimaterias IV-V, even maybe mastercraft demimateria II for the lulz and literally, all the effort now and in the coming months will be for nothing, once more. You can only push it so far before your players lose interest in one part of your game...
We don't have a whole lot to go on when it comes to when the next tier of gear will be available though. If we're going with how it was with ARR, the major gear shift didn't happen until (I think) 2.4, which was over a year later. Prior to that, it was only Forager's/Artisan's head equip and MH... both of which weren't exactly difficult to acquire, especially if you had the 2.0 equips melded. Even with Supra, it was far from necessary. Lucis was just outright luxury items with no actual necessity or application.
I mean, it's quite possible we'll see a gear shift to be something along the lines of every other patch, but until it actually happens, there's no real reason to expect the worst.
What we need is a massive game wide thread of all players coming together - repeating in multi-language - to explain thoroughly the problems with the change and ideas or solutions to fix it without completely disregarding the system. Whether by adding new stats for crafted gear (say a full set getting you + 10% Tomes, and 1.5% increase to cap earned) to Tome gear (say a full set getting you + 10% increase in drop rate) to raid gear (+5% Tomes, 5% increase in drop rate) to make it viable even when weaker, or solutions to the red cap that makes it still viable.
Complaint threads are mostly whining and ignored unless it gains attraction.
Honest question:
I'm a gatherer, not a crafter. I'm capped on Red Scrips. No one's buying legendary mats because there's no use for them with things being gated by red scrips (And with SE letting everyone know what we would need before we could even use them, and now gating it with scrips, letting everyone have their sweet time to gather and making my efforts fruitless). What do I do with my scrips?
Should I go for Favor and hope I can get something that may sell for one person that is already bothering with crafting or should I save it for my own gear (because someone thought that gear AND Favor using the same capped currency was a good idea)?
I don't mind there being a token system with a weekly cap. They aren't intending for people to have max gear on all classes right off the bat.
However, the turn-ins reward such a low amount of red scrips, it won't be fun reaching the cap. The moment I logged in and saw those numbers, I knew it was bad.
Agreed, you need to mindlessly hit these nodes at scheduled intervals so much each week, it will take too much time away from other activities in the game which engage the brain more.
And the time gap between each node spawn is frequent enough that you can't really do anything in-between, but long enough that there is some waiting built in. I just see flocks of gatherers hoving near the next node in the cycle, just mindlessly doing this on repeat like we are machines.
Ok I will suggest 3 reasonable adjustments which I think could make this better without removing the system they have designed.
(1) Reduce the cost of certain red scrip items so that people can do more with their weekly allowance, reducing the feeling of being gated so much.
(2) Increase the amount of red scrips earned from submitting collectables, so there is less repetition and less time required to meet the double weekly caps.
(3) Introduce alternative ways to acquire some items, in particular crafting materials, such as new Gnath/Vanu tribe quests or tomestones of law purchase.
I get tired even thinking about this and love gathering and crafting.
Seems like one of the best things they could do is change the recipes for all this dumb stuff so that only the class mats that pertain to the craft in question are red scrip items.
Imagine if at the start of 2.0 those i70 items needed not just their 9-18 piece tomestone parts but 9 piece parts from every craft? That's essentially what they have done here.
No one is going to trade their parts if their goal is to gear themselves. Give them something to trade that doesn't hinder their own progress and essentially tone down this stupid grind by... What? 66%, 75%, 80%?
Also the dev team needs to set their ego aside and allow
crafters to make something of use to raiders beyond food and tank accessories. If they really wanted to prevent raiders from abusing crafted gear to inflate their stats they could have a key material be from the raid itself.
I know yoshida already said he doesn't want to do that, I just don't understand the reasoning behind it. It would certainly be a more elegant solution than this rigmarole.
Over complicated crafting with high gear & melding requirements didn't go over well.
So they added more requirements and grinding.
Which didn't go over well.
So they added more requirements and grinding and gated it.
Good job~
Edit: I'd like to add; I tried crafting - I really did. ALC 50 CUL 50 FSH 50 MIN 50 and it was boring all the way through for me - then finding out I had to buy/make/beg for HQ gear and then meld & over-meld it turned me off. Then they added books and specialty nodes to grind out to make the new stuff they added later. Right now I don't see myself ever catching up or even bothering with it just due to the sheer complexity and time required by all the systems.
The weekly lockout not really what bothers me it the crazy low drop rate of the mats, for weaver all the items seem to need chimerical felt to make the items which needs 3 felt which require 5 chimera mane to make the felt. Even using retainer a quick venture takes an hour RL so unless you live on the game still take like 3 days to get enough mats to make enough items to cap your scrips. So can spend hours, even days gathering the mats unless you spend a fortune and buy them to make the items and be capped on scrips in maybe an hour or two even heard of people capping in quickly as 30 minutes.
no its fine someone did the math on reddit and to get every piece of gatherers and crafters new gear from red scripts it will only take us 110 weeks LMAO
The new gating on crafting and gathering gear is just ridiculous. Thinking that it'll take 2 years to gear up those classes just made me lose all motivation to keep playing this game.
Points 1 and 2 would only make this system a little less worse. You're still being limited to only a few crafts a week, just an extra few. I want to be able to craft as many 2 stars as I damn well please. Point 3 would work if EVERY favor mat and EVERY red scrip mat was sold. But that won't happen because favor nodes would be useless.
the trouble is to force the specialization, because a few did complain about omnicrafting.
even if you do omnicrafting do all alone will take far longer than work with other. but there even while working with other it take age....
Yeah, I unsubbed. I don't know what they are doing with this game, and why the crafting gear is still only glamour and furniture. No thanks. This script stuff is the worst thing I have ever seen in any online game I've played. ><
You know whats great?
In 3.2 we will get a new kind of scrip, a new tier level of gear and twice this grind again. GG square.
An FC-mate of mine explained the system to me today. My response was the following:
"So your Botanist and Miner will be geared out by Christmas... of next year."
Yeah, that's kind of a problem.
Square Enix has to come out and spill the beans and tell us there is a reason to gear up any class. They don't have to specify what it is, just explain there is a reason to get gear that will be beneficial to any part of the game. There needs to be something for crafters to do at end game, anything at all! Otherwise it's pointless and a waste of time and money. It's as simple as that.
Im a mastercrafter and mastergather too and hmm I think Materials and Favors should had been Blue Scripts. SE made an attempt to make casuals get crafting and gather gear easier but I think they failed because its soo much work that you wouldnt be a casual anymore. This system is for the "rich only".
https://docs.google.com/spreadsheets...o2zHph6ao/edit 72 weeks later...
Technically this system isn't "rich-only" because i'm very rich but one item costs more than my entire fortune to ATTEMPT to craft. Even the richest players in the world with billions are screwed because they can make perhaps 10 more items than anyone else but then their 2 years of fortunes are gone forever because those 10 items would never sell.
This system is for no-one.
If only people cooperated instead wanting to solo all the crafting g content.
Try to think of your top tier crafts like a group encounter. The system isn't perfect by far and needs big adjustments but it is trying to encourage people to work together.
Myself and two of my friends are doing exactly this. We each picked our crafting classes to specialise (with one overlap obviously) so that we'd have all bases covered.
This is still a nightmare.
Wanna know what I'll need if I wanna cap red scrips this week? (obviously mats subject to change but the past two days items have been the same mats)
405 Chimera Mane
27 Fleece
27 Natron
216 Deepeye Tears
108 Bear Fat
135 Aurum Regis Sand
27 Gold Ore
81 Amphiptere Skin
27 Dark Chestnut Log
And that's just for me to cap, it'd be that or similar mats x3 for all of us. All that. Every week. Or pray to baby RNjeezus that we get a low-ish level item to hand in for our red scrips.
Wasnt there a logo at Pax or whatever that said the community comes first? (couldnt find it but thought of it)
SE get your crap together!
people actually cap these extremly hard to get 450 tomes-limit? o.O
CUL /10char
I find this silly too. SE seems to focus more on keeping players do their tedious token system, instead of you know, adding actual fun content?
I don't craft, but I was thinking maybe I'd pick it up, but well after this, no no no never gonna craft.
The only way I can even imagine this working is if they plan to nerf it little by little every patch.
But the bigger question is why?
Just going to craft them to 60 so can repair my gear, this system is way to overboard for my taste there acting like were crafting end game gear here or something.
and you want to know the most scary, it's about the same for the combat part of the game.... gated content for keep people busy... we don't log for have fun, but do our caps.
i know that some culturel difference exist, but the game is worldwide now, they can't hope people to follow the japanese culture on this. when we play a game we do it for fun, not for do a tedious work.
i will never say it enough, they need to work on replayable content instead of gated content.
i don't say that the token system or the gated system is bad, but like script an overuse of it, is quite bad!
now the question is do they really care of what we think on this side of the world? because if the japanese community is ok with this.... i doubt we will see any change.
ps: personally i level up my craft to 60 for the FC airship, but they are naive if they hope me to fall into this.... the amount of time and work needed for get anything for craft, that only work for crafter after all.... is far too important. time/effort/reward ratio is totally wrong on this.
Starting to dislike being on game clock for gather's portion of game, why couldn't they gave an ability you pop and sense a nodes in a zone last 30min to gather and have a cool down period of hour or more make it were it fits are time schedule not the freaking game clocks just opinion of mine :P
I'm still wanting to know why SE doesn't understand that having weekly caps is a shit way to keep players subscribed. That's really what any of this is all about. Maintaining subscription numbers between patches.
Except there are at least just as many people willing to get fed up and drop sub as there are those willing to trudge on. Ultimately if your game is uninteresting enough to warrant forcing players into caps to keep them p(l)aying.. then perhaps you need to step back and reconsider your design philosophy. You know GIT GUUD Yoshi.
Don't get me wrong, you turned what was a turd into something not so turdish and I'll give you props for that.. But wtf have you been thinking since then? Because more than half of your decisions show a complete disregard for player feedback.. which is exactly what landed 1.0 in the turd position!
I mean do you only react to such extremes that spell ruin for this game? Does the game have to reach abysmal numbers again before you start listening? Why not rectify problems before they get that far gone?