The question was why does he feel that way. His initial statement of him being a causal didn't answer that question (my quote was a full quote at the time).
But this system still benefits the hardcore, while only succeeding in breaking casuals into two lesser tiers based on a) seniority and b) luck.
For A:
A crafter/gatherer who hits 60 today can NOT catch up to those who hit 60 when red scrips hit without having to mysteriously gain a fortune to buy his way to catch up (something a fresh 60 will not have normally, funneling those towards RMT), which only positions the hardcore/early adopters even further from the gains made exploiting those who lag behind. No matter how much time commitment that person makes, they can never reach the level of other crafters merely by starting LATER.
This problem is further exacerbated with each and every subsequent patch. 3.1 starts soon, today's 60 crafter/gatherer will be woefully unprepared for the new recipes because they won't have the necessary means of acquiring the correct tools and gear to then make whatever is required to get the yellow scrips (problem 1). Yes, reds will likely be unlimited at that point, but now you're playing super catch up at the same exact moment you need to start progressing into the next tier, and for any casual player, that will cause them to lag behind in at least the first few weeks without once again, a large gold investment (problem 2).
A solution to problem 1 would be to have "rollover" maximums with all gating tokens. Instead of being 450 weekly, be a counter. You've made 410 this week, next week you can do 490 because the maximum will be 900 total gathered scrips. Those that started today, congratulations, you can turn in red scrips for 2k+ total this week should you be so inclined. This way newer players aren't punished just for starting later.
The solution to problem 2 is already done in DoW/M, give the high and low tier from the same item. You turn in a red scrip item, you get some blue scrips to catch up on your goldsmith because you focused on weaver first. Turn in a blue, get a small amount of red/yellow. Just like how you get eso/law concurrently. Yellow comes out, you can attempt to make it, hit the lowest collectibility (or miss the lowest) because you are under-geared because of problem 1, but you still get some reds so you can still gear up without having to make 3 tiers of items simultaneously.
For B:
Who knows what the hell SE is doing or going to do. As we all know, those who hit 60 CUL/Gold reaped the rewards in the scrip systems with low cost items but equal or higher gains. Yes, that's different now, but once again this goes back to early adopters in problem A.
Then, there's the fact that the recipes are seemingly completely lacking and completely missing in some instances. Imagine if 1 star gear was the current red scrip and you found out after making a full set of CUL that there would be no 2 star? Which goes back to the idea of removing them entirely, or making omnicraft sets with special glamours only for crafters (for example, there would be astral chest of crafting, and then boltmaster would be an easy to make glamour you could put on).
All in all, the system still sucks. Any hardcore player can easily get around the imposed limitations through alternate characters (much like the top raiders do currently), or through excessive amounts of gil, both of which they easily have access to. All the while punishing everyone else.


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