TBH i wish the red scrip mats were untradeable.
TBH i wish the red scrip mats were untradeable.
Which will last till 3.2 when new artisan arrives and the grind will be even worse, expecting new tiers of demimaterias IV-V, even maybe mastercraft demimateria II for the lulz and literally, all the effort now and in the coming months will be for nothing, once more. You can only push it so far before your players lose interest in one part of your game...That might have been part of the reason why they find it okay to take so long to get as is. The option is there if you REALLY want it, but you won't have much use out of it yet. It's likely that when 3.1 hits, we'll start to see some necessity out of the red scrip related gear.
We don't have a whole lot to go on when it comes to when the next tier of gear will be available though. If we're going with how it was with ARR, the major gear shift didn't happen until (I think) 2.4, which was over a year later. Prior to that, it was only Forager's/Artisan's head equip and MH... both of which weren't exactly difficult to acquire, especially if you had the 2.0 equips melded. Even with Supra, it was far from necessary. Lucis was just outright luxury items with no actual necessity or application.Which will last till 3.2 when new artisan arrives and the grind will be even worse, expecting new tiers of demimaterias IV-V, even maybe mastercraft demimateria II for the lulz and literally, all the effort now and in the coming months will be for nothing, once more. You can only push it so far before your players lose interest in one part of your game...
I mean, it's quite possible we'll see a gear shift to be something along the lines of every other patch, but until it actually happens, there's no real reason to expect the worst.
Last edited by Welsper59; 07-24-2015 at 05:51 AM.
What we need is a massive game wide thread of all players coming together - repeating in multi-language - to explain thoroughly the problems with the change and ideas or solutions to fix it without completely disregarding the system. Whether by adding new stats for crafted gear (say a full set getting you + 10% Tomes, and 1.5% increase to cap earned) to Tome gear (say a full set getting you + 10% increase in drop rate) to raid gear (+5% Tomes, 5% increase in drop rate) to make it viable even when weaker, or solutions to the red cap that makes it still viable.
Complaint threads are mostly whining and ignored unless it gains attraction.
Honest question:
I'm a gatherer, not a crafter. I'm capped on Red Scrips. No one's buying legendary mats because there's no use for them with things being gated by red scrips (And with SE letting everyone know what we would need before we could even use them, and now gating it with scrips, letting everyone have their sweet time to gather and making my efforts fruitless). What do I do with my scrips?
Should I go for Favor and hope I can get something that may sell for one person that is already bothering with crafting or should I save it for my own gear (because someone thought that gear AND Favor using the same capped currency was a good idea)?
I don't mind there being a token system with a weekly cap. They aren't intending for people to have max gear on all classes right off the bat.
However, the turn-ins reward such a low amount of red scrips, it won't be fun reaching the cap. The moment I logged in and saw those numbers, I knew it was bad.
Agreed, you need to mindlessly hit these nodes at scheduled intervals so much each week, it will take too much time away from other activities in the game which engage the brain more.
And the time gap between each node spawn is frequent enough that you can't really do anything in-between, but long enough that there is some waiting built in. I just see flocks of gatherers hoving near the next node in the cycle, just mindlessly doing this on repeat like we are machines.
Ok I will suggest 3 reasonable adjustments which I think could make this better without removing the system they have designed.
(1) Reduce the cost of certain red scrip items so that people can do more with their weekly allowance, reducing the feeling of being gated so much.
(2) Increase the amount of red scrips earned from submitting collectables, so there is less repetition and less time required to meet the double weekly caps.
(3) Introduce alternative ways to acquire some items, in particular crafting materials, such as new Gnath/Vanu tribe quests or tomestones of law purchase.
I get tired even thinking about this and love gathering and crafting.
Ok I will suggest 3 reasonable adjustments which I think could make this better without removing the system they have designed.
(1) Reduce the cost of certain red scrip items so that people can do more with their weekly allowance, reducing the feeling of being gated so much.
(2) Increase the amount of red scrips earned from submitting collectables, so there is less repetition and less time required to meet the double weekly caps.
(3) Introduce alternative ways to acquire some items, in particular crafting materials, such as new Gnath/Vanu tribe quests or tomestones of law purchase.
Seems like one of the best things they could do is change the recipes for all this dumb stuff so that only the class mats that pertain to the craft in question are red scrip items.
Imagine if at the start of 2.0 those i70 items needed not just their 9-18 piece tomestone parts but 9 piece parts from every craft? That's essentially what they have done here.
No one is going to trade their parts if their goal is to gear themselves. Give them something to trade that doesn't hinder their own progress and essentially tone down this stupid grind by... What? 66%, 75%, 80%?
Also the dev team needs to set their ego aside and allow
crafters to make something of use to raiders beyond food and tank accessories. If they really wanted to prevent raiders from abusing crafted gear to inflate their stats they could have a key material be from the raid itself.
I know yoshida already said he doesn't want to do that, I just don't understand the reasoning behind it. It would certainly be a more elegant solution than this rigmarole.
Over complicated crafting with high gear & melding requirements didn't go over well.
So they added more requirements and grinding.
Which didn't go over well.
So they added more requirements and grinding and gated it.
Good job~
Edit: I'd like to add; I tried crafting - I really did. ALC 50 CUL 50 FSH 50 MIN 50 and it was boring all the way through for me - then finding out I had to buy/make/beg for HQ gear and then meld & over-meld it turned me off. Then they added books and specialty nodes to grind out to make the new stuff they added later. Right now I don't see myself ever catching up or even bothering with it just due to the sheer complexity and time required by all the systems.
Last edited by Dhex; 07-24-2015 at 01:09 PM.
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