I wouldn't mind if they made swapping require BLUE SCRIPS. Not red. At least this way it's a little gated - but doesn't punish your gear progression for wanting that cool glam item from a different spec.
I wouldn't mind if they made swapping require BLUE SCRIPS. Not red. At least this way it's a little gated - but doesn't punish your gear progression for wanting that cool glam item from a different spec.
You forgot the part where they added a bunch of skills to help single crafters that are utterly dependent on RNG then seemingly nerfed the RNG for level 60 crafts to encourage buying with scripts items to spend massive amounts of CP on to maybe make RNG slightly better.Pretty much they said "we will help you craft with only one level 60 crafting class sure thing guys! please look forward to it!" and then turned around and said "oh btw you now need mats from 2 other classes minimum for most of your level 50+ crafts and we wont give you versions of the cross class skills you\\'ll need for any of the crafting rotations used by the community. oh and you need to sink a minimum of 10 items worth of mats a week into the scrip system to cap so you can buy gear with scrips cause you definitely can\\'t craft all of it with your one level 60 class! Have fun!"
The red scrips are no longer needed for crafter progression. You can buy items from the MB or do the diadem for them. Red scrip materials cost 8 spoils each. Essentially allowing every single DoW/M to drop 1-3 mats on the MB every run they do. Some of these mats are 65k on my server now. People were buying the ooids previously at that price. Also you can get Ooids and such for 3 spoils each. With 1 red crafting token you can get ingredients for an OH. The red scrip gate is only preventing people from changing their specialist every week, as it no longer gates crafter progression.
These items will only continue to plummet in price as more players gain access to the diadem and learn to efficiently farm spoils. Soon enough you will be affordably buying finished crafting gear.
Last edited by Rath; 11-16-2015 at 10:16 AM.
Making the red script stuff with any decent HQ chance still requires script stuff, at least the MH/OH
Full HQ 60 set and 59 HQ offhand is still 90 control and 50ish craft from the requirements to even do the sky pirate stuff.
My first thoughts, it would be for ppl that don't want to level up all 8 crafts. Though I felt they may force everyone into the system which is stupid. So I did make crafting alts and I can craft specialist for all 8 crafts. Having said that, the way they implemented the system is stupid, it should be to help ppl that don't want to do all crafts but not lock out omni crafters. It is a pain to keep three char up to date on content just for the right to craft and the specialist reciepes are trash, i185 no melds. Last time I really enjoyed crafting was the i110 gear. Between running t4 for mats and finishing a relic. Then crafting a very nice piece of gear that held its value for quite some time. The i110 set is the only set I still have ppl ask me to make for use or galmour a FULL YEAR after it was released. No other set held up this well. SE, toss the specialist system as it is now and make gear worth crafting that can hold their value over time.
Unfortunately, the developers are responding to player feedback. I assume that the players that don't want to work on most/all crafts have also demanded ways of locking out omni-crafters in order to gain a market advantage. I do find it ironic that some crafters who are criticizing the self sustainability of omni-crafters are also complaining about their own lack of self-sustainability within their own respective classes due to recipes requiring components from multiple crafts. Both of these designs are intended to promote the additional market transactions that they are looking for. Wanting to push out omni-crafters to "promote market transactions" and then refusing to participate in the purchase of components from other classes is both laughable and hypocritical. You can't have it both ways.
Unfortunately, the developers are responding to player feedback. I assume that the players that don't want to work on most/all crafts have also demanded ways of locking out omni-crafters in order to gain a market advantage. I do find it ironic that some crafters who are criticizing the self sustainability of omni-crafters are also complaining about their own lack of self-sustainability within their own respective classes due to recipes requiring components from multiple crafts. Both of these designs are intended to promote the additional market transactions that they are looking for. Wanting to push out omni-crafters to "promote market transactions" and then refusing to participate in the purchase of components from other classes is both laughable and hypocritical. You can't have it both ways.
Trust me, I have spent more than enough participating in the MB, not a chance I can do everything on my own. I do like to make my own crafts. Selling mats? yes, I am buying. Final product? I am selling. I am able to make all the crafts just not on one char but with alts. I am criticizing the way specialist was done. I still stand by what I said that the way Specialist was implemented was stupid and the system is easy to work around just a major time sink. As for specialist gear they are useless based on current content and ilvl. Plus the overall cost is much higher at the end of all the mb transactions to make it work buying.
Artificial gating and monopolies only causes the final products to cost more in the long run. The cost of the mats you have to buy WILL get passed on to the final buyer.
People who haven't built up a lot of gil are going to be locked out further from participating, thus lowering the number of potential buyers, and causing further stagnation on the economy as fewer people can afford the items using specialist crafts, which are being sold by fewer crafters because they have to be specialists to sell them.
Coming from games where you had to have a stable of alts to be an omni-crafter, I have rather liked being able to concentrate on just one in FF. It's sad for me to see that going away, as it made FF unique among its peers.
I have a solution. Make 2 versions of the specialist recipes. The normal version should be accessible by any properly leveled crafter. The specialist version is only for specialists, but produces the same item for somewhat less material, or has a lower quality cap for easier HQ. This way nothing is gated, there is only a bonus available for people who do specialize.
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