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  1. #10
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Taekrys View Post
    ...
    Speak for yourself, and have you even gathered favors before the change? They're functionally the same now (I still average 3-4 items per favor), but only in a shorter amount of time. They're still locked behind weekly red scrips. The supply is kept the same, the demand is still the same.

    The amount was fine, you'd get on average enough for two-to-two and a half turn ins from one favor. Then you'd need two separate favors to get a crafting item trade in. So you would have spent two gathering tokens to get enough trade ins in total for...two crafting tokens.

    Quote Originally Posted by Joronas View Post
    There is no "good outcome" from specialist recipes that improves the market system.

    The realistic outcomes:
    1) reduced competition on any one item because only a few people make it
    2) all the real crafters wind up collaboratively price fixing

    Or maybe you think crafting should feature a horde of people always taking the "best" specialization and dropping the price down to "unsustainable"? That's possible too.

    There should be no way that someone who invested the time and effort to max everything is locked out of recipes (content!) (even on a rotating basis). If you want specialists to be worthwhile, then give them traits and abilities and such. Make THEM worthwhile, not make non-specialists worth less.
    Their idea is probably that they want people looking for a specific crafter when they want or need something made, not a crafter. The crafting scene is so homogenized with how every progress, process, skill and steps are exactly the same and identical to each other. Doubly so when the gear is shared between them all (non-AF gear, and before 3.0, the artisan gear).
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    Last edited by RiceisNice; 08-25-2015 at 10:45 PM.
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