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  1. #1
    Player
    Eul's Avatar
    Join Date
    Oct 2014
    Location
    Dodo's Nest
    Posts
    3,169
    Character
    Knot Destroyer
    World
    Asura
    Main Class
    Scholar Lv 100
    I want the progress like 2.0 . Using red scrip totally not as fun as 2.0 . (Also make Lucis alive again)
    (16)

  2. #2
    Player
    Khanscott's Avatar
    Join Date
    Jun 2013
    Posts
    272
    Character
    Aevis Sylph
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    The current system works for mats, but God is it tedious. Making favor gathering less of a time sink would do wonders for keeping me out of a catatonic state. Though, I'd take gathering scripts as they are for farming mats over farming Diadem for them any day.
    (1)

  3. #3
    Player
    Caitlinzulu's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    889
    Character
    Caitlin Seraphim
    World
    Shiva
    Main Class
    Archer Lv 100
    But but diadem farming is soo much fun. Takes some skill in judging if a node is doable or if the mob protects it too well.

    I never did a single favor. Allways bought the items off the marketboard.
    (1)

  4. #4
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    MIN is one of the 2 jobs I actually play regularly and I haven't even bothered with doing favors (though I do have something like 60 tokens right now and all red scrip gear for MIN). I'm not exactly sure why, but the system just doesn't appeal to me. Really the collectibles system in general doesn't appeal to me greatly. They essentially created a leveling/ progression track for crafting and gathering that removes LOTS of materials from the market. I feel like I do a healthy amount of gathering, but I almost never gather anything that's usable (for crafting) anymore.

    Legendary/ unspoiled nodes and the like are/ were ok... but I think I'd almost prefer that any of those items just be fairly rare hidden items on normal nodes. It feels very strange that gathering while leveling (ignoring collectibles) or for specific materials is very relaxed and casual, but gathering endgame is all about keeping a tight schedule and teleporting all over the world at the right times. Well, I suppose the schedule isn't that tight. A lot of hurry up and wait going on while we recover GP and wait for the 2:45 window to open.

    As far as the way they handle scrips going forward, I'm not expecting things to change much, let alone change to how I'd like them, but I do hope that they just remove favors, or at least provide crafted gathering gear so that gatherers don't have to choose quite so strictly between gearing up or using favors. And really, just put the actual item needed for crafting on the node. Why bother with this silly 10:1 trade system for already heavily restricted items?

    In ARR (2.0 - 2.....3?) the best crafting and gathering gear required really rather insignificant amounts of unspoiled node items and some pieces didn't require any. Maybe that was too easy, but how did we make the jump from that to this!? I guess it was too easy to be self sufficient before and they wanted to enliven the market, but I think it mostly just made people work harder at being self sufficient and get pissed off.
    (8)

  5. #5
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Nutz View Post
    snip
    What the devs haven't grasped is the notion that the changes are acceptable, but not implemented correctly or timely. Contrary to popular belief, a red scrip system IS fine, but it needed to be in conjunction with a "simpler" means of obtaining crafting/gathering gear. In no way am I saying that this means handing out the gear, not at all. They just needed to take a step back on a couple design choices.

    If favors, for example, weren't as gated and a bore to get to do at all, within a gated and strictly timed manner, the crafting of equips for these secondaries would not be as daunting of a repetitive goal. If scrips were allowed a more accessible means to obtain them in a decent, yet reasonably time consuming way, then that'd be a lot more enjoyable. Likewise if the 450 and 500 limit was raised a little. Unlike PvE combat, the entire point of crafting and gathering is the repetition behind obtaining your goal crafted/gathered items (i.e. the grind). Generally speaking, people aren't spending so much time getting gear in PvE combat with the express intent that they can spend exponentially more time grinding the same damn thing. That's how crafting/gathering works though, and it seems to have been overlooked.

    Again, the system does work, but they took it too far with so many gated and timed restrictions. It just makes things seem... dull and unnecessarily convoluted in such a short time. It's a give and take to keep things enjoyable, they just haven't balanced it out with all the changes (yet).

    HW began the era of the Held-Back Crafters and Gatherers. It does way too much in attempting to restrict, than it does to allow the enjoyment. It takes away from what people psychologically enjoyed from before. We actually see this in other ways as well, since HW released. Just look at BRD, with the introduction of WM. There was a likely intentional attempt to control and steer/direct the players playstyle with this expansion. Why? Who knows. It's just unfortunate that a rather optional secondary portion had to be hit with it more than normal.
    (7)
    Last edited by Welsper59; 04-01-2016 at 04:34 PM.

  6. #6
    Player
    SaitoHikari's Avatar
    Join Date
    Oct 2015
    Posts
    1,281
    Character
    Saito Hikari
    World
    Sargatanas
    Main Class
    Bard Lv 100
    I haven't tried favors yet, but all I want to say is that I seriously hope the devs at least double the amount of red and blue scrips that you can get per turn-in soon. Especially for gathering red scrips. Sticking those into timed nodes is a serious annoyance. While combat classes and crafters can work on their weekly tomes/scrips at any point, forcing gatherers to find 4-5 hours out of a week to camp nodes, 80% of the time not even doing anything but waiting during those hours (or you can do other stuff during node downtime, but there's a risk of missing the next set of node pops), is a bit silly. That's not even considering how RNG screwed you can get while gathering (oh, impulsive proc'd twice? Get ready for that 95% gather chance to suddenly decide it wants to act like it's 20% instead).

    Combat classes have also gotten more and more ways to cap lore tomes in recent times, to the point where just running roulettes now lets you cap within the first 3-4 days. Red and blue scrips haven't gotten any additional methods of obtaining them, and I'm gonna chuck my monitor out the window if it turns out there's going to be a Master V book that requires 1k blue scrips.
    (3)
    Last edited by SaitoHikari; 04-01-2016 at 03:48 PM.

  7. #7
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by SaitoHikari View Post
    ...Red and blue scrips haven't gotten any additional methods of obtaining them...
    I'd like to agree with you, but really they did add periwinkle, eventide jade, and I forget what exactly for FSH. These can be gathered at any time, relatively easily in groups of 2 for a total of 10 red scrips (for MIN, and BOT -- again I'm unsure of FSH). Sure it's not much, but I make sure to get a few while I'm looking for a treasure map.
    (0)

  8. #8
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,463
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by SaitoHikari View Post
    Especially for gathering red scrips. Sticking those into timed nodes is a serious annoyance. While combat classes and crafters can work on their weekly tomes/scrips at any point, forcing gatherers to find 4-5 hours out of a week to camp nodes
    Get the folklore books, I spent about 90 minutes last night capping off my weekly red scrips while watching TV.
    (0)

  9. #9
    Player
    Katchoo's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Katchoo Choovanski
    World
    Phoenix
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by StouterTaru View Post
    Get the folklore books, I spent about 90 minutes last night capping off my weekly red scrips while watching TV.
    This always raises an interesting point for me. Your entertaining yourself with something else WHILE playing a video game that should be entertaining you in the first place. If i have to do something else while playing a game then there is something wrong with the game in question.
    (9)

  10. #10
    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 Katchoo View Post
    This always raises an interesting point for me. Your entertaining yourself with something else WHILE playing a video game that should be entertaining you in the first place. If i have to do something else while playing a game then there is something wrong with the game in question.
    This is easy enough to say, but think about it. If we're going to have a crafting/gathering system in the first place, then items will need to be gathered. Gathering is pretty much inherently a repetative process. Anything repetative - ANYTHING - will become routine and boring if done for long enough. So, really, the only way to "fix" the system would be to remove gathering entirely. And this also includes DoM/DoW gathering (killing monsters for meat, skins, bones, and such), as that can also be repetative.

    Maybe that does appeal to you, but keep in mind that while this kind of thing can be considered "work", there's a considerable portion of the playerbase who would not be happy to see it go. Why? Because they're producing something. They may not enjoy the actual work, but they get satisfaction from producing something as a result of that work. Much like real life, really. And just as in real life, when performing the work, players will come up with ways to pass the time more enjoyably. While working in real life, a worker might listen to music, for example.

    On another topic touched on in this thread, Crafter/Gatherers in this game aren't fond of the Favor gathering system. For these people Ooids and such aren't a product; they're just a frustrating step in a long, convoluted crafting process. Straight gatherers, on the other hand, after a few hours work gathering these things now have an inventory full of saleable goods to unload for sweet, sweet profit.

    The Favor gathering system was put into place in a large part for much the same reason that the specialist system was: too many people were doing everything themselves. It was far from uncommon for a crafter to have every craft leveled, and every gatherer leveled as well. These crafter/gatherers would gather all their own ingredients, and craft all their own items. Folks weren't buying each others' goods, and this hit gatherers particularly hard; while it was possible for gatherers to make a modest profit pre-Heavensward, honestly there were a lot of better ways to make money. With the Favor system in play, however, trying to do it all yourself became a LOT more time-intensive. I think that SE was hoping that the Crafter/Gatherers would choose one or the other to focus on. (The specialist system was even less successful due to the almost non-existent benefits of specialization; SE pretty much had to brute-force the issue by introducing specialist-only recipes.)

    So, for all you folks complaining about how SE needs to make the process easier, cuz it just takes too long to do anything, well, that's just was SE wanted to happen! For straight gatherers, favor items are among the most profitable things they can dig up. Asking SE to remove the Favor requirement of the crafting process is pretty much straight-up asking SE to make gathering unprofitable again. For folks that insist on being top-notch both as gatherers and as crafters, you're just going to have to deal with the added time-sink.
    (3)

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