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  1. #1
    Player
    javid's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    As players (casual and hardcore) we want the game to be fun. However producers need to come up with a way to make that "fun" we're having last (keep their subscriptions up).

    So we can guess, however the fix is gonna be it wouldn't be to their best interest to make favor timers SHORTER.

    Also they are currently sticking to their initial game plan around specialist (crafter & gatherer); they consistently want to move away from self-sustaining few players that can run the market. So either you guys have to keep complaining until they abandon this path or face that they won't make it easy for one person to gather all the mats that person needs then turn around and craft it all.

    (after you've spent 3 hours gathering then attempt to craft and have that syn be botched (either fails or return's nq)......you won't want to spend another 3 hours....you'll much rather spend 3-10mil gil for the next attempt!! [note: speaking from personal experience. lost 3 astral lumbers astral oil & 2 birch lumbers] )

    I for one will appreciate more having to focus on one task predominantly instead of having to do it all.
    (2)

  2. #2
    Player
    chrillix's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    215
    Character
    Chrillix Khross
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Quote Originally Posted by javid View Post
    As players (casual and hardcore) we want the game to be fun. However producers need to come up with a way to make that "fun" we're having last (keep their subscriptions up).

    So we can guess, however the fix is gonna be it wouldn't be to their best interest to make favor timers SHORTER.
    Huh? If they wanted it to be fun, then I would think they would want us to spend less time mindlessly running from node to node which would actually mean a shorter duration on favors.

    Quote Originally Posted by javid View Post
    Also they are currently sticking to their initial game plan around specialist (crafter & gatherer); they consistently want to move away from self-sustaining few players that can run the market.
    Where did they say this? The specialization system was designed to allow players to only have a single or few crafting jobs leveled in order to make certain items (not require cross-abilities from every single craft). They even acknowledged that this would do nothing to stop omnicrafters, and that they didn't have a problem with it.
    (1)

  3. #3
    Player Nomad-phx's Avatar
    Join Date
    Apr 2014
    Posts
    314
    Character
    Damon Savinski
    World
    Famfrit
    Main Class
    Weaver Lv 60
    just add an effect that gives x stacks of "lay of the land III" when you activate a favore, each "lay of the land III" stack would grant a 100% concealed spawn after hitting a regular node. beyond the x amount of guaranteed comcealed spawn pops it goes off straight RNG. 3-5 guaranteed nodes per favor should qwell all the Qs.
    (0)

  4. #4
    Player
    Galactimus's Avatar
    Join Date
    Nov 2013
    Posts
    638
    Character
    Clive Hawkins
    World
    Excalibur
    Main Class
    Paladin Lv 90
    For the past three weeks I have used up all 45 favors and have found that I get about 3 Concealed Nodes per Favor on average. I've noticed that I'm slowly accumulating far more Concealed Node items then I can hand-in each week using red Crafting Tokens. We have a maximum of 9 Crafting Tokens; it takes 1 Token to get 5 NQ Purified Coke and 3(!!) Tokens to get HQ Purified Coke.


    I'm ending up with far more Concealed Node items than I can possibly hand-in with 9 Crafting Tokens. I mean our Red Scrips -just- reset and I've already used up my 9 Crafting Tokens with 38 Favors still remaining. Every week my stock pile of gathered items grows larger. I have 12 Dragon Warts and 12 Red Rounstones that I'll never be able to hand in since they take 3/9 Crafting Tokens each. By next Thursday I'll be two FULL weeks ahead of what my Crafting Scrips can handle.


    Now, it already takes 11 hours(!!) to use up your 45 Gathering Favors. That's a brutal amount of time and I don't see how increasing the Favors duration is going to improve that situation. Furthermore, if the number of Concealed Nodes we get per favor is increased I'd ask that the number of red Crafting Tokens we can get each week be increased as well. 12 Red Crafting Tokens would be a far greater balance for our current system; 16 if you decide to increase our Concealed Nodes. Otherwise, the Crafting Token "HQ hand-in cost" needs to be lowered from 3 to 2 (or even 1) to make the trade even remotely worthwhile.


    Legend
    ~~~~~
    (!!) - Indicates the amount seriously needs to be reduced!!
    (1)
    Last edited by Galactimus; 08-07-2015 at 06:34 AM.

  5. #5
    Player
    Alysrea's Avatar
    Join Date
    Aug 2013
    Posts
    75
    Character
    Valix Montblanc
    World
    Sargatanas
    Main Class
    Bard Lv 60
    I think the biggest problem for me is that We are buying favors in trade of getting gear, If crafters could make the gathering gear it wouldn't seem as bad to me to spend all of my tokens on favors to get materials even if the drop rate was low, but as it stand currently pre-change the value of what I get from doing favors isn't worth it.
    So my hope is the change will allow me to do a bit of both have a few favors carry me through getting materials but not completely miss out on getting my AF for gathering.
    (1)
    Last edited by Alysrea; 08-07-2015 at 11:56 AM.

  6. #6
    Player
    kenventa's Avatar
    Join Date
    Sep 2013
    Posts
    55
    Character
    Marach Galthena
    World
    Tonberry
    Main Class
    Thaumaturge Lv 60
    I want to get excited but somehow i don't want to raise my expectations, it may make me quit the game if the adjustment is not enough or if they wait too long to patch this up.

    Its been more than 2 weeks SE, how much more time and forum rants do you need to identify and solve the problem. You dont need a scientist/mathematical/statistician/actuary/analyst to do this. People in the forum had shared their ideas for a solution. Not saying all of them are correct but some of them are.
    (9)

  7. #7
    Player
    JillyBean's Avatar
    Join Date
    Jun 2012
    Location
    Lavender Beds
    Posts
    1,229
    Character
    Lumos Lightheart
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    I don't really know much about it since I haven't delved past capping Red Scrips. I don't know what to do with them so just been stacking envelopes. Haven't looked into it very far.

    My concern from reading all the posts is even if they "fix" it however everyone wants it, will it even be fun? :/

    I love(d) crafting/gathering. Will I love it again even after a fix? Or will it lose me until another major update? Or is it ruined forever? This makes me sad.
    (4)

  8. #8
    Player Nomad-phx's Avatar
    Join Date
    Apr 2014
    Posts
    314
    Character
    Damon Savinski
    World
    Famfrit
    Main Class
    Weaver Lv 60
    wouldnt it be pointless to even have a favor system if the concealed spawn rate was 100%? might as well just have the option to buy ooids and such with tokens at that point.
    (0)

  9. #9
    Player
    Thrustie's Avatar
    Join Date
    Jan 2014
    Posts
    131
    Character
    Beck Eldrin
    World
    Adamantoise
    Main Class
    Pugilist Lv 60
    I used one set of my HQ favor mats this week because I was one mat short of making another piece and out of gathering tokens. Plus I had 5 leftover crafting tokens from the last few weeks. So they're not totally worthless. It did make HQing the mat exceedingly easy.
    (0)

  10. #10
    Player
    seorin's Avatar
    Join Date
    Nov 2013
    Posts
    140
    Character
    Kestrel Fairmeadow
    World
    Faerie
    Main Class
    Alchemist Lv 70
    Nobody is saying they're worthless, though? The suggestion is they should cost fewer tokens to acquire, making them more affordable for the people who need them. They already require roundstones instead of ooids, why make them cost more red scrip tokens too? This extra cost devalues roundstones because anyone who can HQ at least 33% of the time is better off buying NQ and selling the failures; they'll save on scrip and make extra gil besides.
    (0)

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