OMG Hallelujah! :D
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I'm confused how would that suck exactly? You have now been made aware they are making adjustments to this. Even if you didn't know what date they make the adjustments, you know that it will happen. So DON'T turn in your items before then. Wait until after the usual weekly maintenance/hotfix's, then hand in if no fix before thursday. Problem solved. The one thing I would be worried about, is if they make adjustments to it mid-week, is there a chance that it will reset the weekly cap? Hmmm. All things considered though, it wasn't that terribly difficult to get the cap. I got it finished sunday, with the wrong assumption it was resetting tuesday. And on top of that I had gathered enough ores for a couple more tokens. So as long as the easier item to obtain via mining/harvesting doesn't change weekly, it wont be hard to get the cap. Much less you can gather it even after your done with cap, to hoard and hold onto for the future hand ins.(altho It can get hard on the inventory..) And I just have the bought HQ gear, no melds, and only have MIN, I don't have BTN. So I can only hit the one mining point in Asys Lla twice a game day. And I've done regular roulette's, and queueing for EX stuff with FC. Again its not as hard as some say. But I won't be complaining when its made easier. That's more time for me to spend elsewhere, between this change, and the change to Alex drops, I'll have a crap load time to sync into other content on the game. So I'll be happy with the change.
Oh I forgot to mention the part about crafting.. That is most defintiely needed. Due to the cost of buying these materials outright to make the item, those should definitely have a much greater value for red scrips. Gathering probably doesn't need nearly as much of a buff, but crafting definitely does.
One of the biggest improvements you could make to the system is to have the nodes up a LOT longer. 1 in-game hour is extremely restrictive. I don't want to have to fight with 100 other people JUST to even target the node; I already have to do that with the NPCs in Idlyshire.
Thanks god... While i didn't find culinarian's red scripts a big chore, but still annoying by the amount of materials required, gathering is horrible. Who thought that 8 to 9 scripts per turn in was a good idea and a relaxed way to gain new gear by not spending millions on crafts and melds?
Before we had Fates not giving enough exp and it was fixed recently, now it's the turn of red scripts.... Was someone trying to make this game a midless grind to keep subscribers in the game longer?
Ya that's my bad. 90% of my comment was speaking about DoL specifically. I didn't consider DoH at all until the end of all of that. I haven't even bother with DoH yet. Because I don't really have the gil to flush down the drain on it. And I currently don't have enough crafters high enough to make all of the cross class mats I need to make one item for one specific class...
I agree, and in addition to that, I feel the weekly cap is just way too low. We're already gated in so many other ways - mats being one of them - it just seems silly with how long we have to wait just to get one little gear improvement, that only crafters/gatherers can use. We're basically gated to gear up ourselves, forget about anyone else.
66 weeks to kit out everything seems ridiculous if you consider there's always new crafting every major patch meaning the gear they're offering now would be obsolete in 16 weeks when 3.1 rolls around unless they plan to keep us locked at this gear for all of 3.0 then sure 66 weeks makes sense (or if they're going to convert crafting to a gear grind ala law/esoterics tiers) where it gets kicked to the lower tier and a new capped tier arrives /ugh
Finally something to address the ridiculous grind that Crafting and Gathering was turned in to. Hopefully it's a noticeable adjustment and not some token "fix".
There's still a lot of other issues that need to be resolved though, such as the ridiculous amount of items needed for recipees and recipees that require items that can only be obtained at much higher levels or locked behind higher level quests.
That's precisely the point of the cap, unfortunately. Gear yourself, then gear others. They're trying their damnedest to suppress the ability of those five people (you know, them) on a given server who can guarantee HQ anything at a cost that lets them sell just low enough suppress others from getting in on the market. The problem is that they've unintentionally hamstrung the people who actually do want to specialize, even though that's the playstyle they wanted to encourage.
The current cap and gear prices put it in line with the DoW/DoM gearing restrictions, which only let you focus on one Job at a time, which, as someone who only ever focused on a few of the many available crafters and gatherers, is fine with me. The idea is that different players will start off gearing different classes, and the inability to do everything on your own right off the bat will foster cooperation with other players, increasing the rate at which gil circulates, ultimately creating a better economy for everyone. It's a sound concept, but it's been implemented into an economy that was already too badly damaged for this kind of system to work as intended at launch.
By leaving the cap as-is, the overall speed of gearing stays the same as for combat classes, but by increasing the rate at which players can obtain red scrips towards that cap, it becomes a lot less punishing for specialists like myself to hit cap. The weekly cap also impacts the rate at which the materials for the crafted AF hit the market, which in the short term means that the people who already have the melded shared gear to acquire those materials now can sell at ridiculous prices to the extremely small minority that can afford them right now. Those players, however, still lack the gear required to guarantee HQ anything, so they are taking a rather sizeable risk by even attempting those recipes now. Ideally, they fail more than they succeed, putting tens of millions of gil (per attempt) back into circulation in the process and making them much more cautious of future attempts.
In a month or so, when players who skipped melding gear to go straight to red scrip gear have finally geared up enough on one class to spend red scrips on favors instead, the amount of materials on the market will increase dramatically, driving prices down to levels that will allow the less-wealthy red-scrip-geared crafters to buy them as well. That will increase the availability of crafted AF2, allowing people limited by the weekly cap to start gearing their other crafting classes in addition to their mains. There will even be a (small) market for the NQ crafted AF2, as it can simply be glamoured over the red-scrip version to make that same gear dyeable.
Tl;dr: the idea is that for the current omnicrafters to stay omnicrafters, they will need to buy things from other people, increasing the rate at which gil circulates, ultimately allowing more players to participate in the economy in smaller roles. It's also no longer possible to become an omnicrafter in a day.
...Or at least, I'm sure that's how this system was pitched to Yoshida. Time will tell if it really has a positive impact on the economy.
Oh my god. The acquisition of red scripts isn't even close to the biggest problem with this system. Needing TWENTY gathering mats obtainable ONLY from favors for ONE synth worth of crafting mats IS WHAT NEEDS FIXING.
This point of view has one big problem:
- It's true that DoW and DoM will likely focus on gearing one job at a time, but then again, you only need 1 job to do ALL battle content. The same is not true for DoH and DoL.
SE needs to stop designing content around the MB and instead design it around players. Keeping prices on the MB is a vicious cycle that only leads to people complaining that they can't make gil, which in turn leads SE to make items rarer to drive up the prices for people that make gil by farming mats.
I love the ability to craft everything on a single crafter, yet have no interest in farming gil off of the MB and would be pretty happy if the damn thing was just removed from the game.
Sorry, but it's just not fun, nor does it help casual gamers who AREN'T those *5* uber crafters, when it takes over a year to get all your gear, and that's if you ARE an uber crafter.
Here's where the argument of "overall speed of gearing stays the same as combat classes" also breaks down: 1st, my combat class i-level is already far above and beyond what my crafters can get. Secondly, combat classes rely absolutely NONE on crafting classes, while crafting classes rely on combat classes for materials. (As the crafting system is currently designed)
So, not only are crafters gated behind the things I already mentioned but crafters are ALSO gated behind combat classes gearing up in order to get mats for the crafters. Yet another gate. How many gates do the combat classes have which rely on crafters currently?
Not having a Market Board at all was one of 1.0's biggest problems, especially since buying gear from other players was the only way to gear after level 20. When you get right down to it, it's really just another way for players to interact.
While it may not appeal to you, omnicrafting made it too easy for players to profit by selling items below what it cost non-omnicrafters to make them in the first place, creating an artificial barrier to entry that more or less turned crafting into "omni or nothing," which further lessened the appeal of crafting, which further reduced the number of players doing it, allowing a small number of players to dominate the market. You'd see the same names on everything being sold.
I believe the intent of the current system is to make it easier for more players to produce fewer items, instead of allowing a few players producing in bulk to dominate the economy. This increases the appeal of crafting to players who only have time to specialize in one or two classes, ultimately increasing the overall accessibility of the economy, making things cheaper for everyone. You will, eventually, be able to craft everything yourself again, but being able to at launch with 2.0 was a problem that's had two years to escalate.
They misstepped in one or three places at 3.0 launch, but if the upcoming adjustments to red scrips make it easier for specialists instead of punishing them, I believe it will be a step in the right direction.
Unlike 1.0, which made you a bystander and gave you a proxy character to fight for you in Main Scenario quests, crafting in 2.0 was only ever intended as a supplement to combat classes. Wait for the new relic. If it's anything like the first one, there will be plenty of crafting requirements involved.
And I realize I said a lot in my earlier post, but it will probably only take about a month or two for omnicrafter gearing to be possible, not an entire year, and even then that's assuming you still feel the need to buy all eight sets of crafted AF2 and perfectly meld them, which isn't actually necessary for the master recipes, just makes them much less reliant on RNG. Red scrips will also be uncapped at some point, allowing you to get the rest without buying the crafted versions, but obviously they can't uncap from the get-go.
They're still trying to find a balance that will let "casual" (your word) players feel like they can keep up while also keeping the truly frightening players from accomplishing everything immediately and cornering the market. They've also pretty much acknowledged that the current system is hampering the former more than intended, which is why adjustments are happening.
Just do away with the timed nodes, seriously. Requiring players to be at specific places at specific times is never casual friendly.
I can accept RNG to a certain extent because modern human-machine interface do not allow any form of reliable skill adjustment and RNG is the only way to provide variation. But timed nodes?
I challenge the devs to not test play this game during their working time. Try doing it for a month straight, after work, when you get home, and you may see how frustrating this can be.
Unless gathering was never designed for casuals, and you're trying to create a real "hardcore end-game" to gathering, so that players who specialize in gathering have something satisfying to do, then sure, why not. But as long as it's also designed for casuals, timed nodes is only ever going to be an annoyance.
I beg to differ. It's first and foremost effect is to limit the "hardcore" progression, which has nothing to do with being casual friendly. It's second most immediate effect, is that missing the cap puts you permanently behind on your progression---not relative to the others, but relative to your own progression potential---and the group of people most likely to ever miss weekly caps? The casual players.
What the weekly cap does is to satisfy people who pretend to be casuals yet want hardcore progression. What casual players want is to be able to enjoy the game and progress at their own pace. That means allowing us to farm 2000 Esoterics or 2000 Red Scripts in a weekend if we want, then we go off playing some newly released game for 3 weeks and then come back to log in again.
The weekly caps force us to keep coming back almost every day and that is not casual.
This would be true except for one thing. While the scrips and the resulting tokens are non-tradeable, the materials you buy with those tokens is tradeable.
Now you have created a haven for gold farmers who have multiple characters to be the primary source for materials. The system, as implemented, is actually catered to the ultra hardcore.
I can wait 6 weeks behind the gate to get the materials to make the offhand items for my crafters. If I level another character to 60 and power level culinarian, I can cut that time in half. I power level that same character to 60 botanist and I'm on easy street.
This system is the antithesis of casual friendly.
While you are at it change the amounts favor items show up. 11 1/2 hours per week for an average of 9 items for i170 gear is way too much. There is no supply on the MB (even after a week) thats even close to reasonable pricing
But anyways: ty - at least something is done about this horrible system...
A weekly cap is not, by definition, "casual friendly".
Minimal effort yielding great reward is "casual friendly".
Locking everyone down to the same level of effort is not friendly to the casual or the hardcore players.
The simplest thing they could do with system is this.
Add dailies that grant +20 to first turn in, 7 days=140 and then on top of the current min 14 DOH and 8 DOL it would be
DOL=196
DOH=238
The 3 tiers of turn in should have a huger gap of reward.
DOL=8/11/15 and on Star 10/14/18
DOH=14/18/21 on Star 21/26/30
With the Legendary 24hr nodes they should offer the following
16/19/22 (since they only come up once a game day they could at least offer equivalent to two nodes on 12hr timers maybe more)
But see at least by upgrading the reward from legendaries it would offer a benefit for those who focus and are better geared in one DOL by offering them the ability to better gain certain items. But yes to be fair maybe the legendary nodes should be even higher considering the sacrifice made when collecting those so maybe even something as "crazy" as 20/30/40 since yea, the top tier reward on a legendary is rather difficult to achieve.
You can run Expert Roulette once a day for 6 days with the daily bonus and cap Esoterics. There should be no reason why something similar cannot be done for Red Scrips considering how the gear scales the same way
I am an "omnicrafter", I have no problem spending more to gear my crafting classes and to make i180 crafted gear, but the gear needs to be worth what the mats cost.
Currently the mats for *anything* 2* are cost prohibitive, due to the insane grind needed and weekly caps. I am not going to spend 30mil gil to *attempt* to craft a HQ robe (if i can get ther mats for under 30mil...) when the most anyone (hc raiders) is willing to pay would likely be 15mil.
Due to the above the masses of gil myself and other "high-end" crafters have amassed will sit on our retainers doing nothing, where as before in previous patches we would have been feeding 100's of millions of gil into the in game economy, in crafted mats, drops, etc.
Currently end-game crafting is fairly dead and stagnant.
It's a deliberate speed limiting mechanism that has been out for less than a week. If you're frustrated by not having things now... Working as Intendedâ„¢?
I'm sorry, but you're not supposed to be able to max everything day one and be able to spend the entire patch cycle accruing wealth. That people even can buy mats now for 30 million gil is a part of the problem, not the solution.
Max everything in day one? You have no idea of what your talking about in the slightest, sorry.
It's been a week and I've not obtainted the mats to make a single DoW/DoM piece.
Your bacially saying you should never be allowed to crafting anything and removing 2* crafts from the game would be better than what we currently have.
The current system is no better for casuals, than it is for "omnicrafters".
Trade in mats and sands.. Who asked for this?
A common misconception. On the contrary, something is casual friendly if the time spent on the activity isn't excessive and rewards you appropriately. The current low scrip rewards is definitely not 'casual friendly'. Caps or not, casual players will work at their own pace so might not actually max them in a week anyway.
There's so much talk about crafting in this thread. This is the DoL board, right? Anyway, I don't craft, I don't harvest, I don't mine. I only fish. Only having one gathering class makes capping red scrips very difficult. so if they're increasing the number of scrips you get from turn-ins? That would be a very welcome change. Because I am already horribly behind. That Thunderbolt Eel window is never open when I'm available for it, it seems like...
Yeah it was made clear that it was to supplement combat classes, but at least in 1.0 I felt needed, I had a reason to craft and my linkshell members needed me to provide them with Glues and Dyes throughout the game. Right now the way crafting and gathering are set up is to make money and that money is pointless because the only things you would want to spend money on are for crafting and gathering gear. glamour/minions, and housing. Raid minded people have no reason to spend money in 3.0 for anything that crafters make and the raid content is why a majority of people play this game.
All gatherers and crafters are asking for is a reason to spend this time and effort and SE has make it very hard at this current time. There was hope for change and it didnt come in a positive direction, but a negative one. And no-one would care about omnicrafting if there was a legit reason to level one class. At this time that has yet to be realized.
If memory serves, crafted gear with melds was BIS in 1.0.
The issue seems to be flying over everyone's heads that doesn't craft/gather though. We're not asking for gear to be BIS. We're not even asking for it to be competitive with raid gear. We're just saying that in the current system there is absolutely no reason for a crafter to make DoW/DoM gear at all. If you were to even attempt it you'd lose millions of gear. Even in months to come, why would you buy crafted gear for several millions? If you're a DoW/DoM you'll have half of you esoteric gear by then and the strats for all the endgame will be set. It doesn't matter how rare an item is if it has no purpose and no amount of adjustments to scrips is going to fix that. I don't think that they realize that more circulating gil is going to increase prices of gear, that no one wants to buy in the first place.
Hope they make some nice adjustments. I REALLY wasn't looking forward to more then a year of grinding just for the gear. I mainly play DoW and have DoL on the sideline. Seeing the 45-66 weeks needed to grind... well, it kinda made me lose hope. Also, I'm still waiting for someone to craft those Adamantite Boots of Fending (I wanna look like a silver version of Fray), and with the red scripts as they are now that will at least take several weeks too! xDxDxD
The game isn't designed for ppl who have a life. Even though they boost how casual friendly it is, it just isn't. They have daily things to do based on daily cap. Now the average person works and have a family (I hope) given that factor alone there needs to be some kind of stacking of dailies. Square Enix, you can't expect someone who works 7 hrs a day and have things to do and then play the game then go to sleep for work the next day. There needs to be some sort of daily stacks which can be used by the person who has a life to be able to get the benefits per day. If not you might as well charged by the hr or something. Alot of things wrong with the current way everyone obtains items in the game hardcore and ppl who have a life like my self.
Perhaps they should consider having it so all crafters/gatherers can equip the pieces of the same type (as opposed to limiting the gear to one class), with a possible slight bonus to the class the gear was intended for. For example, weaver could get some type of bonus for equipping weaver gear (perhaps similar to GC gear set bonuses), but the weaver gear can also be used for other classes as well. This way there would't be as urgent a need to get this gear for all of the classes. Plus, players would have more options to mix and match their glamours. If the more hardcore players want to invest the time and collect all the pieces, they can choose to do so, but it wouldn't be completely necessary. Players would have more option to earn their gear, as they need it, and to their individual comfort and playstyle preference.
Edit: Oh, and this option would be a nice alternative for those that currently do not have an abundance of armory space available.
I spent all sunday gathering and or buyng mats i cannot gather and crafting all damn day aurum regis planisphere for 25 scrip one because was the only day i can afford all this time... From someone near MidCore who raid who cap who was multi 50 job before 1 zeta all craft 50 4 lucis... this is insane (And i work on a regular schedule of five days...): Thank you for seeing it. Today i can trade Bladed Steel Jig who cost "Only" one adamantite nugget (5 adamantite ore + 1 darksteel ore, both unspoiled) and one cloud mica whetstone (4 cloud mica) without counting crystals. So, all this effort for 4 scrip once, it means i can cap using around 110 of these, at the cost of only 550 adamantite ore, 110 darksteel ore, 440 cloud mica... I undertood it was to make people become better at crafting without insane gil or grinding (at least in one job), but this isn't true as the result of today. Hope the fix is useful (like x5 or x10 scrip for some recipie or some daily scrip something...)
Is there any plans to adjust favor yields as well? At it stands right now, it's a bare minimum of 30 minutes of favors to craft one material, and that's assuming you get 10 items in each 15 minute period. On average it's anywhere from 60 (4 favors) to 90 minutes (6 favors) assuming you yield 4 gathering drops per favor and 10 of each is needed for an exchange.
Yet the crafted DOW and DOM gear is still in a weird spot.
Takes to long to get the materials so progression raiders do not need it when they start raiding savage.
Materials are so rare right now, no casual player will be willing to spend that type of money on crafted gear.
Don't even think most players want them for glamour..
0 reason to craft the i180 combat gear.
I'm glad they listening. I just got my second piece of gear for miner , legs (already got feet). Hopefully the will increase the amount of red scrips per turn in by triple. My main concern really is the crafting red scrips, if they double the amount of red scrips per turn in PLUS allowe 56-60 stuff to be included it would be ideal. Because getting the mats for the Master 3 recipes is a nightmare and a massive waste of money.
Oh and this adamantite ores..... Some need 15 of them to make 3 nuggets per recipe, should be x3 per mining.