A weekly cap is not, by definition, "casual friendly".
Minimal effort yielding great reward is "casual friendly".
Locking everyone down to the same level of effort is not friendly to the casual or the hardcore players.
A weekly cap is not, by definition, "casual friendly".
Minimal effort yielding great reward is "casual friendly".
Locking everyone down to the same level of effort is not friendly to the casual or the hardcore players.
The simplest thing they could do with system is this.
Add dailies that grant +20 to first turn in, 7 days=140 and then on top of the current min 14 DOH and 8 DOL it would be
DOL=196
DOH=238
The 3 tiers of turn in should have a huger gap of reward.
DOL=8/11/15 and on Star 10/14/18
DOH=14/18/21 on Star 21/26/30
With the Legendary 24hr nodes they should offer the following
16/19/22 (since they only come up once a game day they could at least offer equivalent to two nodes on 12hr timers maybe more)
But see at least by upgrading the reward from legendaries it would offer a benefit for those who focus and are better geared in one DOL by offering them the ability to better gain certain items. But yes to be fair maybe the legendary nodes should be even higher considering the sacrifice made when collecting those so maybe even something as "crazy" as 20/30/40 since yea, the top tier reward on a legendary is rather difficult to achieve.
You can run Expert Roulette once a day for 6 days with the daily bonus and cap Esoterics. There should be no reason why something similar cannot be done for Red Scrips considering how the gear scales the same way
I am an "omnicrafter", I have no problem spending more to gear my crafting classes and to make i180 crafted gear, but the gear needs to be worth what the mats cost.Tl;dr: the idea is that for the current omnicrafters to stay omnicrafters, they will need to buy things from other people, increasing the rate at which gil circulates, ultimately allowing more players to participate in the economy in smaller roles. It's also no longer possible to become an omnicrafter in a day.
...Or at least, I'm sure that's how this system was pitched to Yoshida. Time will tell if it really has a positive impact on the economy.
Currently the mats for *anything* 2* are cost prohibitive, due to the insane grind needed and weekly caps. I am not going to spend 30mil gil to *attempt* to craft a HQ robe (if i can get ther mats for under 30mil...) when the most anyone (hc raiders) is willing to pay would likely be 15mil.
Due to the above the masses of gil myself and other "high-end" crafters have amassed will sit on our retainers doing nothing, where as before in previous patches we would have been feeding 100's of millions of gil into the in game economy, in crafted mats, drops, etc.
Currently end-game crafting is fairly dead and stagnant.
It's a deliberate speed limiting mechanism that has been out for less than a week. If you're frustrated by not having things now... Working as Intended™?
I'm sorry, but you're not supposed to be able to max everything day one and be able to spend the entire patch cycle accruing wealth. That people even can buy mats now for 30 million gil is a part of the problem, not the solution.
Max everything in day one? You have no idea of what your talking about in the slightest, sorry.It's a deliberate speed limiting mechanism that has been out for less than a week. If you're frustrated by not having things now... Working as Intended™?
I'm sorry, but you're not supposed to be able to max everything day one and be able to spend the entire patch cycle accruing wealth. That people even can buy mats now for 30 million gil is a part of the problem, not the solution.
It's been a week and I've not obtainted the mats to make a single DoW/DoM piece.
Your bacially saying you should never be allowed to crafting anything and removing 2* crafts from the game would be better than what we currently have.
The current system is no better for casuals, than it is for "omnicrafters".
Trade in mats and sands.. Who asked for this?
A common misconception. On the contrary, something is casual friendly if the time spent on the activity isn't excessive and rewards you appropriately. The current low scrip rewards is definitely not 'casual friendly'. Caps or not, casual players will work at their own pace so might not actually max them in a week anyway.
There's so much talk about crafting in this thread. This is the DoL board, right? Anyway, I don't craft, I don't harvest, I don't mine. I only fish. Only having one gathering class makes capping red scrips very difficult. so if they're increasing the number of scrips you get from turn-ins? That would be a very welcome change. Because I am already horribly behind. That Thunderbolt Eel window is never open when I'm available for it, it seems like...
Yeah it was made clear that it was to supplement combat classes, but at least in 1.0 I felt needed, I had a reason to craft and my linkshell members needed me to provide them with Glues and Dyes throughout the game. Right now the way crafting and gathering are set up is to make money and that money is pointless because the only things you would want to spend money on are for crafting and gathering gear. glamour/minions, and housing. Raid minded people have no reason to spend money in 3.0 for anything that crafters make and the raid content is why a majority of people play this game.Unlike 1.0, which made you a bystander and gave you a proxy character to fight for you in Main Scenario quests, crafting in 2.0 was only ever intended as a supplement to combat classes. Wait for the new relic. If it's anything like the first one, there will be plenty of crafting requirements involved.
All gatherers and crafters are asking for is a reason to spend this time and effort and SE has make it very hard at this current time. There was hope for change and it didnt come in a positive direction, but a negative one. And no-one would care about omnicrafting if there was a legit reason to level one class. At this time that has yet to be realized.
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