Difficulty is meaningless if there is no reward or goal at the end of it.Stop whinging, all this "I'm gonna unsub because it's too hard" rubbish, so unsub, go play Minecraft, If the game had no challenges it wouldn't be worth playing. I don't understand you people who pay for a game then moan it's too hard to play. It's like buying a car then complaining to the manufacturer that it's no good because you haven't learnt to drive.
That all depends on what you consider to be a reward or goal. If your idea of a reward or goal is, "Now I can craft gear that's meaningful for endgame raiders," then yeah, you're pretty much out of luck, but that's only one of many possible goals a person might have as a crafter. For some, the very fact that a task is difficult is enough reason to do it; at the end of it, you feel the accomplishment for doing a difficult thing. There doesn't have to be anything tangible as a reward.
Actually, to be brutally honest, pretty much EVERYTHING in this game is the latter kind. Folks strive to complete difficult content, knowing full well that any rewards they get will be obsolete in months, maybe even weeks. Why do they do it, then? For the joy in accomplishing something difficult. Nothing more. At least, unless they're fooling themselves into thinking that their accomplishment has any meaning beyond that...
Some people try to defend this system. They justify it (to me) with "it's an mmo, it's supposed to be a time sink" "you just want to get everything immediately" and "this is going to last until 3.3/3.4" or some such thing.
Personally? I dropped my sub down to 1 month, because I'm not quite ready to walk away outright ... but am very close. My trust and faith in SE is at an all-time low, because the only thing I've seen is a single note that implied the only change they are looking at is making red scrips easier to acquire. Honestly, that's the bottom of the list of things that bugs me about crafting and gathering. My considered (and calmed down) opinion is that if SE doesn't fix this mess, I'm probably going to be gone by September. And little "tweaks" such as doubling or tripling the red scrips per turn-in only serve to indicate that SE noticed people are unhappy .. but do not say anything indicating understanding why
Wow! I couldn't have said it better myself. The only difference is that my sub ran out 3 days ago, and I'm just coming and checking the forums in a small hope that the tweaks they are talking about are more than just giving out scrips easier. Because, as you indicated, that isn't the core of the problem.Some people try to defend this system. They justify it (to me) with "it's an mmo, it's supposed to be a time sink" "you just want to get everything immediately" and "this is going to last until 3.3/3.4" or some such thing.
Personally? I dropped my sub down to 1 month, because I'm not quite ready to walk away outright ... but am very close. My trust and faith in SE is at an all-time low, because the only thing I've seen is a single note that implied the only change they are looking at is making red scrips easier to acquire. Honestly, that's the bottom of the list of things that bugs me about crafting and gathering. My considered (and calmed down) opinion is that if SE doesn't fix this mess, I'm probably going to be gone by September. And little "tweaks" such as doubling or tripling the red scrips per turn-in only serve to indicate that SE noticed people are unhappy .. but do not say anything indicating understanding why
Doubling or Tripling the amount of scripts is irrelevant, I was able to cap both Crafter / Gather Red Scripts in 3 hours, granted I saved a bunch of Adamantite from the week before and I made 30 Noble Gold.
My issue is with the insane time-sinked and RNG based Gathering Favors. I did 2 Tokens worth and got 18 Blue Ooid & 31 Bladeleaf... so I spent 2 & 1/2 hours gathering and I can't even craft 2 materials, which is like 1/2 a body piece. I just don't have 11.25 hours a week to gather, and even at that I might not get what I need due to RNG, this is what they need to fix!
I sure do remember those days, where the thousands of people on the server could buy the materials with tomes and put them on the MB creating a vast economy for the various goods. Not the current state of a handful of bored gatherers who aren't getting gear via scrips putting 3 red ooids on the market for 500k each or the roundstones up for over a mil.
Then add to this that ANYONE with the gathering / perception could gather these nodes - then those goods become more and more available. They aren't gated behind a weekly capped currency. Those nodes spawned every day at X time, and the trickle effect only increased the supply as more and more people reached that point. Now gatherers are gated behind a weekly currency cap that they then have to decide how to spend between upgrading their own gear (which most are) or running around for an hour and fifteen minutes per stack of favors grinding ABSOLUTE GARBAGE with a small chance to gather something that we crafters need a shockingly large number of to be able to make A SINGLE item.
Thanks for reminding me of 2.0 good old days and that things weren't always so bad!
Last edited by Buckles; 07-31-2015 at 11:55 PM.
I'm absolutely furious at the new design. First everything costs way too many scribs and the scribs ARE NOT JUST TIME. They require considerable materials to generate in the first place. Next even after you have the scribs, if you want to trade for materials for every single batch (for a SINGLE freaking leather/cloth/wood etc) you have to acquire 10 additional Oids and 10 of a gathered material.
WHAT THE @#$%#%#$%. Who in the @#$%#$ thought this was a good design.
Where is the challange for crafters? What is hard about 2* crafting?Stop whinging, all this "I'm gonna unsub because it's too hard" rubbish, so unsub, go play Minecraft, If the game had no challenges it wouldn't be worth playing. I don't understand you people who pay for a game then moan it's too hard to play. It's like buying a car then complaining to the manufacturer that it's no good because you haven't learnt to drive.
You've obviously not tried crafting them, as they are easy.
Weekly lockouts are not "hard" nor are they a "challange".
A gatherer's insane grind to get ooids etc is not "hard" or a "challange", it's simply an un-rewarding grind.
This is exactly right, the current system is worlds apart from the 2/3/4 star 2.x days, there is no comparison.I sure do remember those days, where the thousands of people on the server could buy the materials with tomes and put them on the MB creating a vast economy for the various goods. Not the current state of a handful of bored gatherers who aren't getting gear via scrips putting 3 red ooids on the market for 500k each or the roundstones up for over a mil.
Then add to this that ANYONE with the gathering / perception could gather these nodes - then those goods become more and more available. They aren't gated behind a weekly capped currency. Those nodes spawned every day at X time, and the trickle effect only increased the supply as more and more people reached that point. Now gatherers are gated behind a weekly currency cap that they then have to decide how to spend between upgrading their own gear (which most are) or running around for an hour and fifteen minutes per stack of favors grinding ABSOLUTE GARBAGE with a small chance to gather something that we crafters need a shockingly large number of to be able to make A SINGLE item.
Thanks for reminding me of 2.0 good old days and that things weren't always so bad!
The people arguing against this were saying things like "you can't expect to full gear up on day 1" etc etc, a week and a half later...
How many 2* items can you see on your Market Board from the 100's of lvl 60 crafters on your servers?
On my server there are 4 HQ items and 2 NQ items for sale, in total. None of these are battle i180 items, they are all items that use less mats than the battle gear. (e.g. 2 of the HQ items are crafting rings, they use a sixth of the scrips mats a caster robe would need).
Also there are hardly any ooids etc for sale, as people don't consider them worth their time to collect...
Last edited by scarebearz; 08-01-2015 at 06:50 AM.
Eh, if people did the math it's cheaper scrip wise to mine the mats up and craft the items. I think what needs to be done is have the roundstones provide enhanced quantity of mats rather than quality, then people would be excited to see these pop up.
Think the system SE had in envisioned was people farm up mats for making a single crafted piece, save the rest of their RGS for gear pieces for their gatherer, and sell any remaining ooids etc. on the marketboard for cash.
Thing is unless you are buying HQ mats you likely won't come close to using all your crafting scrips unless you buy ooids of the board.
Last edited by Sibyll; 08-01-2015 at 07:42 AM.
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