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  1. #1
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80

    Adjustments to Favor Gathering?

    This gets mentioned a few times, but I haven't seen any actual topics about it specifically.

    Please adjust how favor nodes currently work. To sum it up.
    >You currently need 10 items from each gathering class. That's 20 items total.
    >Each class has their own specific favors to a specific area. This means you need two different favors for one item.
    >One favor lasts for 15 minutes, no strings attached and this isn't even getting into the RNG aspect. You get 5 favors per exchange, giving you 75 minutes of gathering from one token.

    Now for the crafting mats themselves, you typically need four for main hand or body pieces, 3 for offhands, 2 for off-body pieces and 1 for acessories, now let's break it down with getting these materials through favors;
    >Assuming you somehow get 10 items per favor, that's a minimum of 30 minutes of gathering for one material craft.
    >Most people report 3-4 items on average. That means you need to burn 3 favors to get enough mats for one turn in, for one class. That's 45 minutes for one class, or 90 for both. To make one material.
    >Are you following me? All of the above was for one material craft. Sure you can try to make it a collaborative effort with FCs, but you also need other materials as well for some pieces. That means other favors which will have their own timeframes to get the amount needed for a material craft.

    The items are tradable on the market, sure, but let's look at that too.
    - The favors cost red gathering scrips. That means the gathered items will always be in limited supply, not factoring RNG.
    -The demand severely outweighs the supply with how slow they come in (3-4 on average) for the amount of materials needed per craft.

    These aren't Eozrean unspoiled nodes. They're not even Ishgardian legendary nodes. They don't appear at specific times of the day so I can just pick it up and go. Oh no. These are goddamn Allagan Concealed Nodes. I have to commit the full 15 minutes for each favor, hitting nodes that have absolutely no market value (such as the coneflowers and cow bitter due to how utterly expensive those crafts are for such a small yield). The goddamned Allagans want you to stay the full 15 minutes and to torture your Circle button and left-click mouse. I can't even queue for DF as a DPS. And the Tweleve help you if you get less than 4 per favor, sine that's now cost-deficient per token.

    Now what do I propose?

    -Lower the duration, increase the yields. There's absolutely no reason that each favor has to be 15 minutes (and we get them in sets of five) other than to be a gigantic timesink. As mentioned above, it's a huge time commitment to get materials for one craft, assuming you get average yields. I could understand the fact that maybe we shouldn't be spending all of our favors in one sitting, but come on. We need to burn at least 3 of them on average to get half of the materials for one crafting material at 15 minute intervals, not on and off. If I wasn't a crafter and did only gathering, I'd then have more favors to use up through red scrips (because honestly, nothing in the game atm requires the AF pieces) up to 11 hours and 45 minutes of favor gathering.

    -Leave the duration alone, make them appear as normal items on unspoiled/legendary nodes. These nodes have 6 hits each, and you'd be able to get 5-6 per hit depending on how you approach it. While the yield/favor would remain roughly the same, the time commitment is severely shortened in exchange for the item you'd normally get from their respective node. Letting Blessed Yield affect these items is not required, because honestly, the amount of crafting items we get flowed into the market is also time-gated by red crafting scrips anyway.
    (6)
    Last edited by RiceisNice; 08-04-2015 at 10:31 PM.
    ____________________

  2. #2
    Player
    blueruckus's Avatar
    Join Date
    Mar 2014
    Posts
    148
    Character
    Jin Razuo
    World
    Coeurl
    Main Class
    Blacksmith Lv 90
    I'm all for making favors more favorable. They kinda stink as is. My gripe is the bad RNG on these. The process itself I'm okay with but if the spawn rate on concealed nodes were higher, this would be more reasonable.
    (0)

  3. #3
    Player
    tgoodner's Avatar
    Join Date
    Oct 2014
    Posts
    70
    Character
    Qata'a Akabilat
    World
    Gilgamesh
    Main Class
    Arcanist Lv 65
    The favor system truly is the brick wall that is stopping players from continuing to craft/gather. You are asking players of an MMO who enjoy crafting to ignore friends/FC members and focus on this mind-numbing task of Favors, which locks you in for 15 minutes at a time.

    However, there are creative ways to solve this. First, instead of a 15 minute timer, the favor system could have stacks. For instance: whenever you activate a Favor you gain 5 stacks of Revealing Concealed gathering Nodes. So instead of a completely RNG based-15 minutes, the player now knows that they will get a certain amount of items, however the task might take longer then the current time-frame. would I spend 25-30 minutes on Favor if I knew I was getting 4-5 items guarenteed? Absolutely. At least I know that I'm not spending a capped currency on chance.
    (3)

  4. #4
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Rice,

    Brilliant post. 100% Agree.

    I really hope the Dev Team looks at these suggestions. Please send these to Yoshi P.
    (0)

  5. #5
    Player
    Chrolo's Avatar
    Join Date
    Apr 2015
    Posts
    163
    Character
    Sakuja Itami
    World
    Cerberus
    Main Class
    Warrior Lv 60
    I'm all up for it. They can keep the gating as long they change the favor system to something less annoying and mind numbling
    (0)

  6. #6
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    Heres that ball and chain u wanted for ur leg. Y u need to gather till the last 10 secs cuz rng is rng and can spawn a node right down to the last 2nd lmao.
    (0)

  7. #7
    Player
    Neophyte's Avatar
    Join Date
    May 2015
    Posts
    940
    Character
    Mim Silmaril
    World
    Phoenix
    Main Class
    Summoner Lv 90
    Though I had no troubles so far (not using favors, until got some gear)...

    I wish that we see beast tribe quests (goblins) in idleshire for a daily red crafter/gatherer token in 3.1, so we get 2x7 extra tokens per week.
    Just like Ixal-Quests where we could get Moonstones.
    Plus they could offer some of the favor mats at high level like they gave us Ecathl-stuff every few days (iirc 2 in 3 days, or was it 3 in 2 days?!).

    Would be easy to combine it with the "Let's rebuild this ruins"-story. When I think about it... they must have planned to take this route.
    (0)
    Last edited by Neophyte; 08-07-2015 at 03:31 PM.

  8. #8
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    We don't want another hand/land nerf that makes it super easy to omni everything, that's how we got into such economic problems in the first place. Specializations are here to stay, and I and many I know are grateful for this.

    The only adjustment I'd be on board to ease difficulty is if by 3.1 or 3.2 they make a way to recoup the key materials (purified coke x3, etc.) if you turn an nq crafted 2* item into an npc. Anything beyond that would probably be overkill.
    (1)

  9. #9
    Player aerolol's Avatar
    Join Date
    Oct 2013
    Posts
    642
    Character
    Baron Eduardo
    World
    Goblin
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Duuude007 View Post
    We don't want another hand/land nerf that makes it super easy to omni everything, that's how we got into such economic problems in the first place. Specializations are here to stay, and I and many I know are grateful for this.

    The only adjustment I'd be on board to ease difficulty is if by 3.1 or 3.2 they make a way to recoup the key materials (purified coke x3, etc.) if you turn an nq crafted 2* item into an npc. Anything beyond that would probably be overkill.
    Troll post?
    We do need MAJOR CHANGES
    Devs please ignore this troll
    (3)

  10. #10
    Player
    seorin's Avatar
    Join Date
    Nov 2013
    Posts
    140
    Character
    Kestrel Fairmeadow
    World
    Faerie
    Main Class
    Alchemist Lv 70
    What "economic problems" have ever been caused by crafting being too easy? Item rarity and long, time consuming grinds are responsible for inflated prices and stagnant markets. It has nothing to do with omnicrafting or crafting nerfs.

    If I have to choose between super grindy and super easy, I'll choose easy. At least then the effort would match the rewards.
    (2)

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