Problem ain't that world visit is allowed.
Problem is that they didn't make it an event for high lvl crafters only, cause god forbid they make non-pve content that not everyone and his mother can participate in.
Problem ain't that world visit is allowed.
Problem is that they didn't make it an event for high lvl crafters only, cause god forbid they make non-pve content that not everyone and his mother can participate in.
Last edited by Saintly; 11-14-2019 at 01:43 AM.
It would work the same way with the gathering/work progress. Needs a bit of fine-tuning but it sould've worked.Couldn't you just have it so Concerted Works function the same as any other FATE? Where the difficulty/amount required to finish it dynamically changes based on the number of people in the zone? Then there's no risk of a server being unable to finish it based on low population with a World Visit lockout on the content. That way a dead server with 5 crafters can finish it the same as a busted server with 5,000 crafters.
The only difference would then be the rate they finish the stockpile phase at, which honestly I think is fine. More than fine, actually, if you're on a smaller server then sure it would take longer, but I think individually you'd feel you had a bigger impact, no? More of a sense of pride in your server when you do finish it? Where as with how it is now, it doesn't really feel like a world event anymore. It feels like me and my server spent time working on it, then an influx of Wanderer's came in to steal credit at the last minute. Saw plenty of Wanderer's acting like they were Gods gift to Twintania last night, wasn't particularly a welcome sight. I'd rather have finished stockpiling much slower than tired my eyes out rolling all night at those kinds of comments.
Anyways, thx for the answer and explanation @Yoshi-P
Its good to know, that its designed so everyone should be alble to enjoy the content.
In response to Yoshida's points:
your second point completely invalidates the first. You're major overhaul of crafting and gathering, to include xp gains and leveling, made it easier for everyone that wasn't doing this to start doing this. this means the entire server population will be doing crafting and gathering, thereby invalidating the numbers used for point one.
The Firmament should be completely locked down to home worlds only. What's happening is those large worlds are going other worlds for the fate that's once a day, which locks everyone else on that home world out of content they want to experience and participate in, causing a ripple effect across data centers.
You ignored the change in crafters/gathers that would be participating in this by only looking at the numbers before release of the overhaul. you didn't consider the delta on a daily or weekly basis and it's only going to attract more people. This should be patched to lock out players not on the home world.
Thank you for addressing people's concernsHello, everyone. This is FFXIV Producer & Director Yoshi-P.
We have received a lot of feedback regarding the Ishgardian Restoration and have been following the ongoing discussion. Thank you for your interest in this new content!
Our aim was to introduce crafting and gathering to players who have never tried it before, so we designed this opening section to appeal to as many players as possible. For that reason, concerted works were created in a way that does not demand a high degree of skill to enjoy.
Rather than beginning by narrowing down the types of player who can participate, we made this first installment in Patch 5.11 in a way that would allow players to experience the restoration as an ongoing and evolving project, since this is the start of a new series of content. For the first part, the various elements that comprise it are remarkably simple, and it currently does not include any of the end-game content that the development team is considering. In particular, the concerted works were created to allow as many players as possible to participate.
As for the upcoming installments, we plan to provide a substantial crafting and gathering experience, as well as introduce aspects designed as end-game content. You will begin to see these updates from Patch 5.2 onwards.
We apologize to those crafters and gatherers─including fishers─who were expecting new ways to play, but we will be adding high-difficulty recipes, a ranking system, and scratch-off tickets (name TBD) in future updates, which we are sure will be worth the wait.
More details will follow in an upcoming Producer’s Letter Live, so please keep an eye out for that.
[/INDENT]And as always, we are grateful to all of you─the players─for your feedback and support!I appreciate your efforts greatly! Hopefully going forward as people get what they are after it quiets down a bit.
My DC has a relatively new server that was lagging behind a bit. The FATE-train zerged them and forced progress so that it would line up with their timers, when most of the residents hadn't even gotten home from work to unlock the zone. There were mostly complaints from them that wanderers came in and stole that from them; they were happy to go at a slower pace, but they're not allowed now.
The issue of some servers being literally unable to complete it alone is a valid concern. However, surely they should be given the chance to do so before bigger boys swoop in and take it away from them? The more logical approach would be to:
A) Lock the wanderers from joining for the first week or so (depending on how many stages there are), and once everyone has had the chance to do it on their own worlds, only then unlock it so stragglers can be helped.
B) Allow wanderers but remove the FATE rewards from them. They can still come help if they genuinely are just trying to help out, but they are not so grossly over-incentivised to do so that it becomes a fight between wanderers and residents.
Personally, I now have to stay logged in in the Firmament at all times just to be sure I can participate. Our latest progress has stalled because many others are doing exactly this, knowing that if we go out to farm materials to do hand-ins, another server will swoop in to hog the spot for the CE. Yesterday it was a sea of activity, today it's a gaggle of AFKers. If that's what you want, fine, but that's not going to change as long as abusive wanderers are allowed and incentivised to steal from others servers.
The real root of the problem is that it's way faster to earn scrip by server hopping for the FATEs, as opposed to crafting collectibles. If you raised the amount awarded from the turn-ins, then people would be less motivated to camp other server FATEs. It would also help to boost participation in the event from the home server, cause right now a lot of people see a 16 scrip reward, then look at the vendor and see the top item costs 8400 scrips, and quit right there from the thought that they'll never be able to earn that much.
I personally don't see why anything needs to be made more "difficult" for people. Not everything needs suffering to have rewards, and aside from the congestion, this has been a great way to get a lot of my newcomer FC members into crafting. Anyone who thinks locking things behind impossible-to-achieve activities is just doing it to lord it over others, and that's the kind of attitude that breeds a negative environment.
I do agree that scrip rewards need to be increased, though. I only have enough time to play and getting 16 scrips per turn-in, on top of going to gather the mats manually, is a lot of time sink. Still doing it after organizing how to manage it, but it's something to at least consider.
I'm excited to see where things will go in the future, this has been a great way for me to level up my crafters and gatherers too since I'm an omnicrafter/gatherer myself with minimal amount of time to play. Good work, Yoshi-P!
However, people are jumping worlds only to do the fate. They don't help at raising progress, they just jump ahead of time and wait for the fate to start.
Nothing to do about lording over others and everything to do with fun. A challenging system can be fun for some people. The current system where you just craft everything with a one button macro is not. As it is, I do my crafting while watching something else on a second screen. An activity should be engaging. Crafting in its current form is not.I personally don't see why anything needs to be made more "difficult" for people. Not everything needs suffering to have rewards, and aside from the congestion, this has been a great way to get a lot of my newcomer FC members into crafting. Anyone who thinks locking things behind impossible-to-achieve activities is just doing it to lord it over others, and that's the kind of attitude that breeds a negative environment.
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