redscrip adjustment is coming. lets rejoice!
redscrip adjustment is coming. lets rejoice!
Until we see exactly what they're tweaking, there is still little to rejoice about, sadly. Granted, it's nice to know they really do look into our feedback and are attempting to find fair(er) ground.
I can only imagine it's going to be a boost to the amount of scrips per turn in and/or a higher cap, which is nothing but a bandaid on a gaping wound for us. I don't see them changing the gathering gate. I'm a 60 BTN and MIN and I haven't made it to Folklore yet, but close. They really wanted us to specialise and focus down, and that, unfortunately, took a lot of the fun out of both Land and Hand.
I absolutely dislike how I have to plan my playtime around a gathering node timer and weekly caps that can cost an arm to make. At least with tomestones it's only 30 to 40 minutes of combat for about 5 days to cap (trial and expert roulette). Red Scrips is what Aurum Vale Hard Mode would feel like.
Last edited by Jethero; 07-29-2015 at 09:19 PM.
May have been a little too late for me. I cancelled the auto-renewal on my sub a week or so ago mainly because the whole scrips thing was so awful. That made me look at the game as a whole, and came to the realisation that I may just be done. Makes me sad because I have played since early access of ARR and made some lovely friends on my server. I don't raid (don't even like dungeons much), so crafting and gathering while chatting with friends was the game for me. Watching the ET clock and tabbing to a website to remember what I'm supposed to be gathering - not fun.
I was never an early adopter of any of the crafting stuff. I was happy to let other people do that and I would tip well if I needed a crafter to make me stuff. But, I always knew I would get to that next level eventually. Daily or weekly lockouts on stuff means I have missed out completely on that day/week, so eventually gets further away.
As someone who has been a "hardcore" omnicrafter since early in 2.0 I can say that you're not the only person who feels this way. I could see myself doing the weekly, but at this point I'm not too sure why I would want to because it isn't fun anymore. There's nothing fun about feeling forced to meet certain requirements each week. If anything crafting should be about setting your own goals within the system and not ones that the devs have decided for you.May have been a little too late for me. I cancelled the auto-renewal on my sub a week or so ago mainly because the whole scrips thing was so awful. That made me look at the game as a whole, and came to the realisation that I may just be done. Makes me sad because I have played since early access of ARR and made some lovely friends on my server. I don't raid (don't even like dungeons much), so crafting and gathering while chatting with friends was the game for me. Watching the ET clock and tabbing to a website to remember what I'm supposed to be gathering - not fun.
I was never an early adopter of any of the crafting stuff. I was happy to let other people do that and I would tip well if I needed a crafter to make me stuff. But, I always knew I would get to that next level eventually. Daily or weekly lockouts on stuff means I have missed out completely on that day/week, so eventually gets further away.
Someone mentioned that a change is coming... Where did you get that information please?
Many hardcore crafters i know gave up on this system. I think i only know one person that is really working on the weekly scrip cap :/
from here:
http://forum.square-enix.com/ffxiv/t...iendly../page4
I really hope they change favors too, i dont wanna have to farm those for 11hrs or even more if they increase the cap. If they only increase the amount of red scrips we get from turn ins then its not gonna help much imo.Greetings,
Thank you all for the feedback regarding the acquisition rate of red scrips. Among the various feedback we've been collecting regarding red scrips, we're also aware that players feel that the amount of red gatherers' and crafters' scrips earned is too low which leads to the amount of work to obtain them higher than it should be.
We're planning to make adjustments in next week's hotfix, so please hang in there a bit longer.
Last edited by Alexiell; 07-29-2015 at 06:46 PM.
Exactly, my problem with the current system was only partially the time and money needed to cap weekly scrip (especially those sucky gathering ones, crafting scrip with CUL is easy), but the 11 1/2 hours i would need to do per week of pure, stupid, idiotic, blindfolded and brainless grind of running/flying in circles to make a node appear so i can get enough items to be able to craft anything.
Im working 50 hours a week (with commute time) and have a life, i have time to cap my eso and crafting scrip but will cut it close on the gathering. There is no room left if i do not want to completely stop my leveling progression on classes i'd like to play.
So we will have to see what 3.06 brings - hope they dont make it worse :/
But then, they really couldnt dig the hole they threw DoH/DoL in any deeper
Thank you very much![]()
Coming back to the original premise of this thread... Wow people were not being melodramatic: crafting really is dead, at least the high level stuff. Here we are a week and a half in, and I can't find a single piece of the new crafted gear for sale or in the history. 0's for quantity across the board. Mats are non-existent as well.
I read elsewhere that SE is going to adjust it soon (it's in the dev tracker). If any Devs happen to be reading this, it seems a huge adjustment is needed.
I'm not expecting anything close to what the players actually want. We might get some relief, but this hilariously bad system will probably still remain. Remember, top tier crafting is the devil and it must be stamped out or else every player will feel inadequate for being poor.Coming back to the original premise of this thread... Wow people were not being melodramatic: crafting really is dead, at least the high level stuff. Here we are a week and a half in, and I can't find a single piece of the new crafted gear for sale or in the history. 0's for quantity across the board. Mats are non-existent as well.
I read elsewhere that SE is going to adjust it soon (it's in the dev tracker). If any Devs happen to be reading this, it seems a huge adjustment is needed.
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