wouldnt it be pointless to even have a favor system if the concealed spawn rate was 100%? might as well just have the option to buy ooids and such with tokens at that point.
wouldnt it be pointless to even have a favor system if the concealed spawn rate was 100%? might as well just have the option to buy ooids and such with tokens at that point.
That comparison doesnt make sense. You keep making comparisons like that, I don't understand why.I used to target crafters and talk them through crafting artisan offhands after seeing someone make a NQ. You would be surprised how many "Omni-crafters" have need of these HQ base materials. If they had offered a HQ FC3 for m2 books, do you have any idea how much less rage would have been on these forums? or HQ sealants?
I believe I mentioned it: the base materials are far easier to HQ because they are high durability. You only need to make 1 out of 3 HQ and the NQ turn in items are the more efficient option.
Only one. That's a HQ chance of 33%. You dont need to be a master level crafter to be able to HQ one out of 3 base materials.
It's as simple as this:
3x the items, more HQ base items as a result.
Anyone that cant get 1 out of 3 to HQ doesnt have much chance of HQing one even with HQ turn items.
And I dont base my arguments on the forums fyi.I know many crafters or would be crafters ingame. Most of which are low or mid end crafters.
And guess what, most of them do take the time to figure out good rotations. One of them even made his master 1 and master 2 tokens with just carpenter as level 50 class.
No matter how you turn it around, only crafters that are desperate to spend their tokens at all because they dread the awful grind (or would grind if only they had the gatherers) are going to buy and use HQ materials.
3 tokens per HQ turn in on top of the gathering requirements is just too steep.
Will there be compensation to those that have already suffered from bad rng? It's completely unreasonable to have a weekly cap item be used on rng. I would much rather turn in the red gathering scrips for the mats and get a set amount. As it stands if you don't get 20 items per 5 favors your in the red.
I think the average of 4 nodes per favor or 20 per 5 was a rather optimistic first guess, the true average seems to be closer to 3 nodes per favor so you will most likely not be able to gather enough mats for 9 NQ turn-ins every week. But like others have mentioned, thats where the HQ turn ins come into play. Just save the rest of your crafter's red scrips and use them for HQ turn ins once you have 3 or more tokens left. Or you could try to sell the rare favor mats and buy normal ones instead. We will see if they keep the current nodes/favor rate after the upcoming change.Will there be compensation to those that have already suffered from bad rng? It's completely unreasonable to have a weekly cap item be used on rng. I would much rather turn in the red gathering scrips for the mats and get a set amount. As it stands if you don't get 20 items per 5 favors your in the red.
What im still worried about is how useless 2star NQ gear is. They should either buff its stats or allow it to convert into grade V materia with a 100% or at least high chance. I could imagine that most people that get NQ as their first item after hours of gathering wont touch 2star crafting again... i believe more people will complain about it once favors gonna be easier and more people start 2star crafts.
Last edited by Alexiell; 08-09-2015 at 06:46 AM.
My comparison was to point out the need for HQ materials. Those crafters I targeted and talked through had no issues with recipes they could get HQ mats for. But as soon as you added in sealants and FC3 and such, they needed serious help. These HQ materials allow them to have more forgiving rotations without wasting their weekly scrips if they choose to try the crafted route instead of just the scrip gear.That comparison doesnt make sense. You keep making comparisons like that, I don't understand why.
I believe I mentioned it: the base materials are far easier to HQ because they are high durability. You only need to make 1 out of 3 HQ and the NQ turn in items are the more efficient option.
Only one. That's a HQ chance of 33%. You dont need to be a master level crafter to be able to HQ one out of 3 base materials.
It's as simple as this:
3x the items, more HQ base items as a result.
Anyone that cant get 1 out of 3 to HQ doesnt have much chance of HQing one even with HQ turn items.
And I dont base my arguments on the forums fyi.I know many crafters or would be crafters ingame. Most of which are low or mid end crafters.
And guess what, most of them do take the time to figure out good rotations. One of them even made his master 1 and master 2 tokens with just carpenter as level 50 class.
No matter how you turn it around, only crafters that are desperate to spend their tokens at all because they dread the awful grind (or would grind if only they had the gatherers) are going to buy and use HQ materials.
3 tokens per HQ turn in on top of the gathering requirements is just too steep.
When you have a recipe that forces you to use 5 NPC items you end up with the same results as you did with sealants. A diluted starting quality. Some items, such as the rings only use one of these 2 star materials, so you only get 1 chance to HQ it. You also forget that the gathering requirement is not necessarily done by them. The 3 HQ items are usually quite cheap as the gather/crafters are not using them. When you can buy 3 HQ items for less then it would cost you to buy a single NQ attempt, and pretty much guarantee your results, people will and are doing it. 70 durability does not change the fact that they need 1436 progress and over 9k quality. The 5 HQ mats give you a huge chunk of starting quality.
Just to point this out as well. This is why I try to avoid your posts. Don't bother replying as I am once again ignoring you.
As someone that needs HQ star saphires, how do you then argue that the most expensive syntheses people have access to SE should take away peoples' ability to use HQ materials?
Last edited by Rath; 08-09-2015 at 11:27 AM.
I used one set of my HQ favor mats this week because I was one mat short of making another piece and out of gathering tokens. Plus I had 5 leftover crafting tokens from the last few weeks. So they're not totally worthless. It did make HQing the mat exceedingly easy.
Nobody is saying they're worthless, though? The suggestion is they should cost fewer tokens to acquire, making them more affordable for the people who need them. They already require roundstones instead of ooids, why make them cost more red scrip tokens too? This extra cost devalues roundstones because anyone who can HQ at least 33% of the time is better off buying NQ and selling the failures; they'll save on scrip and make extra gil besides.
The problem is if they lower the scrip cost, then the people that need them will not get them as the price will go up. The crafters that want to be efficient and not "waste" scrips will buy them up.Nobody is saying they're worthless, though? The suggestion is they should cost fewer tokens to acquire, making them more affordable for the people who need them. They already require roundstones instead of ooids, why make them cost more red scrip tokens too? This extra cost devalues roundstones because anyone who can HQ at least 33% of the time is better off buying NQ and selling the failures; they'll save on scrip and make extra gil besides.
Since People like Aeyis say they do not need the HQ, why change it so that the people that do need them will have to pay an exhorbitant cost as we all know everyone will start using them, not just those that "need" them. The only change they should do to the HQ turn-in items is increase their frequency.
Also, who buys failures? I have only ever seen HQ crafted mats sold. NQ may be listed, but they do not sell.
Last edited by Rath; 08-10-2015 at 05:27 AM.
What I don't understand about the favor system is why you need separate "buffs" for each zone. Why not just buy a buff and it will work in whatever zone you are in?
It is already confusing because the buff icon is incorrect in some cases. It just seems like yet another level of unneeded complexity. Keep it simple. For 1 gathering token you get 5 buff to use wherever.
I feel like they just made this whole process overly complex for no good reason.
IMO, why make it so easy that everyone has everything right now, and then we all quit til new shit comes out, Altho i do agree a few things need to be tweeked to it, in all the concept is good, yes the rng sucks but why make it so easy that it takes the fun out of it or the challenge, most desperately cried bout the game to easy now ppl it seems are crying its too hard, i for one think its awesome they made the game alot harder, but i already know ppl are gunna comment saying the same thing over and over that its broken, altho i do agree a few tweeks need to be made in all its working how they intended it to work.
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