What he's saying is it would have been unfair to buff the yield rate since you would be rewarding those who hoarded tokens in anticipation of a change and punishing those who participated in the previous system.The mentality that they should be afraid to improve things because people had it bad before isn't a good way going forward, the way you need to look at it is, the people that did it when it was bad will have a better time in the future.
Better later than never when trying to make things better
I understand that but I don't think that is a good reason to forgo making change though, Everyone will benefit from positive changes it is true that some will benefit more than others but that doesn't stop it from being a positive change.
People who start doing favors now will have to spend less time, Should they not have shortened the time duration because everyone else previously had to spend longer? is it not "unfair" that player A spent 3 hours* to do what player B can do now in an hour*?
We make changes for the future not the past, we can only look forward in making things better.
(*hours are just an example and not reflective of actual time taken.)
Last edited by Alysrea; 08-25-2015 at 08:50 PM.



You dont really believe that do you? I mean the system is still the exact same broken system...but now with the tuning that should have been in place before its release.

Yeah. I spent days farming favors and I really want a better drop rate. I don't understand how keep screwing us all will help not screwing some people. Besides, this adjustment is pointless imo, get the same items in less time is cool (IF you get the same amount of items), but don't change the fact that demand is surpassing offering by a crazy amount, turning new crafting recipes near unreachable. THIS SYSTEM IS STUPID.The mentality that they should be afraid to improve things because people had it bad before isn't a good way going forward, the way you need to look at it is, the people that did it when it was bad will have a better time in the future.
Better later than never when trying to make things better
Did my 2nd set of 5 Favors, got 26 Bladeleaf + 2 Swordleaf for a total for the 2 tokens of 43 Bladeleaf + 4 Swordleaf seems balanced![]()
Honestly it takes less time, but feels worse at the moment for me :\, it doesn't feel like the increased proc rate actually compensates efficiently for the amount of time (attempts) lost.

That's how any fix works. People who hoarded tokens are still rewarded by getting the same reward in a third of the time. Why not go the rest of the way and actually fix it?
They can either be "fair" and keep us all stuck with a terrible RNG-based system for months, or they could fix it for everybody with an apology to the early adopters. The latter is the far better choice. If they fix things quickly, it sucks for early adopters and encourages people to just hold out for awhile and hope things get fixed. If they refuse to make meaningful change for months, it encourages people to just give up entirely because there's no hope of things getting better anytime soon. What doesn't happen in either case is for people to start enjoying a system they hate.
I'm tired of getting content that's charitably described as "not that bad". When that's the best you can say, it's failing as a means of entertainment.
Early adopters got all their shiny new gear first or made a lot of gil by selling mats/gear. With the way it is now, I expect more people to participate and hence begin seeing a larger supply of mats/gear driving prices down.
Why do we feel the need to compensate early adopters so much?
Not everyone sold their favor mats (and gear? lol... XD). Imagine you gathered 11 hrs a week and crafted a whole set. Now they would double items/favor and suddenly all the lazy people who kept their tokens (like me) would start gathering and soon be 1 set ahead of you with less time spent. not really fair.
Its not like simply buffing the favor spawnrate would "fix" the current system anyway.
Last edited by Alexiell; 08-25-2015 at 10:54 PM.
In the interest of having more data, I just did 7 favors (since that's what I had on hand) and got 27 bladeleaf and 8 (!) swordleaf.
It's definitely streaky. The bladeleaf count for individual favors was 1, 5, 5, 6, 2, 3, and 5.
Between Jade's results and mine, it looks like the return is definitely looking to be more than the 3 items per favor that was the conventional wisdom prior to the update.
(Edit: Miscounted, there was a HQ bladeleaf in there.)
Last edited by PirateCat; 08-26-2015 at 09:16 AM.
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