I'm down to 2,444 crystals to hand in and I'm wearing muh x button out.
I'm down to 2,444 crystals to hand in and I'm wearing muh x button out.
this, 100%!
I started falling asleep turning them in... But hey... At least I go 3 relics and a full set of armour @__@ Would have been nice for a mass turn in button.
Oh boo hoo.
This is such a bad UI design. Can this feedback be passed onto the UI or Dev team.
absolutely this. i have over 1.5k anemos and i plan on getting more than one relic at that. got my first one today, and i spent a good 5-ish minutes trying to convert my extra anemos before i just gave up.
i get they wanna add this rng bs by making the conversion rate between 2-5, but Come On. :/ same thing with lockboxes.
Had to turn in almost 600 today... thank goodness I'm done with those for now and most need anemos Crystal's. Until I want a second relic anyway.
Think it mostly has to do with the randomness of the crystals you get. I'm not saying it's good, but I think this is why it was done this way. It could probably be reworked process them all at once and give you a semi random number, but I'm guessing that falls under somethingsomethingserverlimitations.
Oh, you don't like the crystal turn in grind? It's fun when you get to higher levels =]
Seriously though, yeah that could use a "turn in X amount of crystals". I don't know if they will though since it acts like a PoTD box or Lockbox. It's a RNG on what you get every crystal.
SE approves this, you turn in 500 Anemos Crystals, get 500 Protean Crystals. You immediately regret your decision.
Basically if they did this they'd need to remove RNG from the exchange or stuff like that can happen.
As someone that has desynthed thousands of things (which has no automatic "quick desynth" feature like crafting does) without a second thought, my degree of sympathy is rather minimal here.
This topic just comes off as thinly veiled bragging. Ooh, look at how many shinies I have; I literally cannot handle it all.
The average for manual turn-in is 3.5 per.
Allow us to convert in bulk for 3 per.
Now it's a direct time vs crystal investment that players can make of their own accord.
I've been groaning about this since day 1. YES, PLEASE.
What's your problem dude? This is exact same thing was asked for multiple times about GC seal purchases and was acknowledged and fixed by SE. The crystals are a currency easily obtained in fates. This is an issue EVERYONE has, anyone who has spent more than 1 or 2 sessions in Eureka will have 100s and 100s of crystals. The number depicted in the OP is to emphasis that. But go ahead and try to pick the fights the best you can, looks like you're the only one in two pages so far who has so ignorantly assumed the nature of this post is something other than convenience related.
If you're on PC do a Macro that repeats pressing Left-Click and then just hover the cursor over and let it do its magic. i know that its not the perfect solution but it's a lot better than doing it manually
The best part is I eventually broke Gerolt yesterday. Got to a point where it took him like 5 seconds to convert. Was probably sick of me handing him one damn crystal at a time.
"Here's one. And another. And another. And another. Etc (×600)."
Had to stop for a bit and wait for him to calm down. Lol.
No they don't. Right now there's a function that gets called when you press the button to turn one in, that calculates how many you get in the trade. Assuming it's called TurnInOneCrystal, then super basic code to do that for an arbitrary number looks like this:
Production code would need to check that you have that many, do error handling, be better optimized, and such. But the logic is not at all complicated and doesn't require altering the premise of how things work at all. Want to do 500 turn ins? Call the RNG 500 times.Code:public int TurnInLotsOfCrystals(int quantity)
{
int totalCrystals = 0;
for (int i = 0; i < quantity; i++)
{
totalCrystals += TurnInOneCrystal();
}
return totalCrystals;
}
While it would be possible to turn in 500 and get 500, it'd happen at exactly the same rate it can happen right now. Nothing changes except you don't have an idiotic grind to do turn ins due to poor UI.
Can we apply this to lockboxes too?
I've asked for this as well on a couple of the other Eureka threads as even at hundreds of crystals and boxes turn in is grinding on steroids.
The boxes wouldn't have to be any different than the current process. All you do is have a second process call the main lockbox routine in a loop and exit when done or the inventory is full.
Lockboxes are slightly more difficult in that with the crystals, the UI doesn't have to change except to say "how many do you want to process?" The result is always a number of crystals, so it doesn't matter if it's 3 or 300.
For the lockboxes, the UI has to give you a list of what comes out, because it could be multiples of different types of things. Hardly insurmountable, but there's more UI work required to do it than there is with the crystals.
Personally I think the actual crystals to BUY stuff should be currency so there's no worry about inventory space. Which could still technically be a problem if you open 9999 crystals and only have a few inventory slots left. It'd be a very rare occurrence, but it could happen.
Unless you wanna count the delay involved with the system rolling a random number 500 times at once. Sure it may still be quicker but by how much exactly? That'd be pretty hard to tell with a game like this. I'd be on board with removing the RNG to do this in bulk too.
They wouldn't need to call the rand() function any differently than the code is doing today. Automating will be considerably quicker as it does not have to wait on a response to the UI by the player but that isn't the issue. The issue is having to push the button hundreds or thousands of times when there is no need for it. Heck I'd rather format diskettes.
Imperceptible. Even in Javascript, you can generate 500 random numbers in milliseconds. C or any similar language can do it faster. You're generating the same amont of numbers either way, one of them is just batched up all at once while the other is not. As you're doing fewer server calls ("convert 500 crystals" is faster than "convert 1 crystal" 500 times over the wire), this would actually lower server load slightly if multiple people are doing it at once, on top of the HUGE gains in speed for any individual user.
Consider that for the single crystal at a time case you have to make a round trip to the server for every crystal to tell it to execute the conversion. The server generates a result, updates your inventory, and syncs back to the client with results. That given typical server latency takes upwards of 200ms per round trip, plus the time the UI is reacting. Multiply that by 500 and you're talking real time, and between each one the user has to react to push the button to do the next one. That last part is both annoying and adds tons of time because user reaction is slower than computer reaction by a massive margin.
For a batch, you have the same latency of 200ms per round trip, except you only do it once. The server generates 500 random numbers, updates your inventory once, and syncs back with results once. This is 1/500th the work in every way EXCEPT generating more random numbers (which is the same amount of work either way to do 500 of them). The non-deterministic RNG is very fast, so that time would add nothing perceptible. In effect, we've made it 499 times faster for the end user and eliminated lots of tediously clicking the same button.
DO YOU (DEVELOPERS) DO ANY TRUE TESTING?
How does something like this even slip through?!
Or is your team too scared to give candid feedback to their sempai?
Why must EVERYTHING related to relics, even turning-in rewards, be such a damn chore in this game?
Unacceptable.
Lets say batch convert cannot be done, I'd be happy if they automate the whole process, much like quick synthesis in crafting. We click start, the system will still convert the crystals one at a time and stop automatically when the inventory is full/ we click cancel. In addition, shortening the convert animation helps too.
If their concern is the rng involved then just scratch the rng altogether, especially given the number of Proteans required to upgrade all things (and the most efficient means to level in Eureka, it seems). Make it five Protean Crystals per Anemos one, let us turn in more than one at a time, and that ONE little quality of life will make tons of sense, at least to me. If five per crystal is too much, even with the amount of grind or the number of people that Eureka has ticked off already, then make it three per turn-in. That will be a net loss, especially to those of us whose real life Luck stat was apparently hacked beyond the natural cap, but I will GLADLY take that over mindlessly pressing X on my controller or Numpad 0 on my keyboard over, and over, and over...
I desynth too, and overmeld (for myself and others), and sit around pressing the limited number of buttons while fishing. Eureka is neither of those. It was practically a selling point for Stormblood, and this one thing, this inability to convert more than one crystal at a time when we get so, so many of them in a short time, is one of several factors that the overall experience less than subpar. Eureka was supposed to be an exciting thing in which we got to do our whole relic lines, or so it was pitched to us before SB even had an official release date. Eureka was delayed heavily. This system is what we got, and it needs work.
I agree with Aster. What is even the point of randomness? It's from 2-5 crystals. It's not like it's this massive gulf. Why do we even NEED anemos crystals? Just have them drop regular proteans. Unless SE plans to require 400 anemos crystals for Eureka phase two or something, which knowing them they would.
Not everything should be handed to us with us putting in at most minimal effort. If it were, not only would we get bored sooner but nothing would be truly valuable. People may disagree saying they just don't have the time to do that much but that never stopped retro games from making us grind/farm for rare stuff. In so far as time management goes, what has truly changed since then?