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  1. #1
    Player

    Join Date
    Oct 2011
    Posts
    1,561

    Increase EXP from lower range collectables

    To be more specific increase the EXP gained from 50, 52, 54 range DoH collectibles by 50% please and 56 range by 25%. From 58 onward the EXP gained seems actually worthwhile, even the 56 range ones are to some degree but the lower ones do not in my opinion given cost of creation for the type of things asked for the 50-54 ranges and potential Gil loss make on each one by not simply making it for market instead of collectible EXP.
    (0)
    Last edited by Snugglebutt; 08-28-2015 at 01:40 AM.

  2. 08-27-2015 10:57 PM

    Reason
    Meant to make in separate thread.

  3. #2
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,840
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    DoH Collectibles, prior to 56, are kind of pointless. You are better off doing Leves, which not only can get you a lot more exp (when handed in HQ) but also get you gil and items.

    At 56 you want to do enough Blue Crafting Scrip Collectibles to get your Master III book .. the only purpose getting more than that may serve would be the Bullion, if you count Culinarian among your skills.
    (2)

  4. #3
    Player
    ServerCollaps's Avatar
    Join Date
    Jan 2012
    Posts
    2,182
    Character
    Mikon Chozo
    World
    Alpha
    Main Class
    Fisher Lv 100
    uhm, isnt crafting already fast enough? it takes no time to get a crafter up to 60
    (0)

  5. #4
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Roth_Trailfinder View Post
    DoH Collectibles, prior to 56, are kind of pointless. You are better off doing Leves, which not only can get you a lot more exp (when handed in HQ) but also get you gil and items.
    I think this is pretty much the OP's whole point. There are clearly better ways to get exp - therefore, THIS method is underperforming. So, it should be improved.

    Not everyone is happy finding the One True Exp method, and grinding that (and only that!) method until their brains start to run out of their ears. Some folks would like to be presented with a variety of different means for leveling, and using whatever method strikes their fancy at a given time. Both collectables and leves are methods by which you craft items and turn them in for exp. Collectables have the advantage that there's no limits on how many you can do; they're not restricted by leve allowances. Leves have the advantage of greater exp and chances to obtain items. The OP's point, which you seem to agree with, is that Collectables are not well balanced in this equasion; the disadvantages are too great to balance the advantages when compared to Leves.

    The main thing that I disagree with in the original post in bringing gil cost into the equasion. SE has no control over what players charge each other for materials and products, and this is as it should be. Since these values fluctuate over time, it's silly to expect SE to attempt to assign an exp value based on the value players are paying for materials. Just accept that, much like with leves, gil spent on materials to craft collectables is gil down the drain. The tradeoff is that it's a FASTER way to exp than just crafting items to sell on the markets. It's up to you as an individual to decide whether the gil-to-exp-to-time is worthwhile.
    (0)

  6. #5
    Player
    PirateCat's Avatar
    Join Date
    Jul 2015
    Posts
    235
    Character
    Leopold Sidney
    World
    Coeurl
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by LineageRazor View Post
    The main thing that I disagree with in the original post in bringing gil cost into the equasion.
    This is a fair point, but from my reading of the OP it doesn't sound like they're asking the EXP rewards to scale to market value (which would be difficult to do outside of having an algorithm tie it directly to recent sales) so much as noting that trading in items incurs costs - both actual gil cost if you're buying mats, and opportunity cost from not selling the finished product. A rational player, when presented with two options that impose similar costs, will choose the option that maximizes their return, and at the moment that's leves.

    Though it would be interesting to factor in the fact that collectables are untradable when figuring out the opportunity cost. Leve items, particularly HQ ones, have demand pressure from the fact that people can buy the finished products and turn them in, while the same isn't true of collectables.
    (0)