Ukase Posted 4 hours ago Posted 4 hours ago (edited) You folks want the truth? I don't know the truth. But this is what I see: I see the recipes drop that we call "rare", because they're orange. We look at them, and many of us, unless it's readily identifiable as a good seller, or one we can use, we probably check the AH to see what folks are willing to pay for it, or we just vendor it. And that's those of us that presumably know better. What about the newer player, who hasn't learned crafting an IO at level 10 is cheaper than crafting it at level 50? And then I see uncommon recipes that require rare salvage. The Air Burst and Cleaving Blows come to mind. Two of the recipes in each of those sets require a rare, and yet the recipe is classed as yellow, or uncommon. So many questions! Should all sets contain only uncommon recipes, and only rare recipes? Or is it okay for a set to have 5 uncommons and one rare? Should all yellows only require ingredients that are common and uncommon? Should any rare recipes be allowed to only require on rare component? Many of the procs require 2. And this one isn't even a proc: Now, for us market savvy folks, this is not unknown. But for the newer player, it stands out as one of the stumbling blocks for them for crafting their own stuff. Nevermind if they're trying to make some inf for their alts. So, is it worth the investment of time (if the HC Devs are even willing to do it, and are able to) to suggest that all recipes become more consistent? Is it worth pointing out that Experienced Marksmen recipes all require the exact same ingredients, as does Preemptive Optimization? (to me that makes things easier, not harder, so that doesn't matter to me as much) I think it all points to a need to clarify a direction for HC. Are we trying to make this game more new user friendly, or less so? Would a change like this help a greedy marketer like me make more inf, or less inf? Regardless of answer - is that a good thing or a bad thing? Would a change like this even help a newer player? Y'all figure it out. Discuss. Point fingers. Eat leftover turkey. Speaking of, let's talk turkey? You know what we call turkey after Thanksgiving? Lucky! Well, the ones that are alive, anyway. Edited: Something else just occurred to me as I was grabbing a 2nd cup of roasted bean juice. The salvage. So much salvage! So many kinds of salvage. A thought experiment: Suppose instead of 12 rares, 12, uncommons, 12 commons, in each of the 3 tiers...suppose there was only 1 tier? Take your pick, or whatever Dev is doing the work just simply eliminates the other 24 types of salvage and makes them legacy? I don't know how all of you do things, but in my crafting base, I have 9 salvage bins. When I set it up, the idea was to keep roughly 8 of each salvage in the bin. So, the first tier 10-24 would have a common, uncommon and rare bin, as would the 25-40 tier also have 3 bins as well as the 41-50 tier. But if they simply eliminated the first two tiers, wouldn't that eliminate my current need for 6 salvage bins? I already know if they let me have 18 bins, I'll find a use for all 18. No question. But suppose all this lag were minimized if the server didn't have to keep all that in memory, and it could be a reduced load on the server...wouldn't it? That's really the main reason to bring it up. Fewer types of salvage could lead to a reduced need for storage. Like from 18 to 15. Yeah, I'd hate it - because not all my bases are organized like that. One base doesn't even have salvage, just IOs. But it's not all about me. It's about what's best for the game. Would reducing salvage requirements for recipes as suggested, or similarly, improve the learning curve for crafting, and reduce the load on the servers at the same time? Edited 4 hours ago by Ukase Additional thought 1
Ukase Posted 3 hours ago Author Posted 3 hours ago 15 minutes ago, Ghost said: 🤔 Seems like a lotta work for nothing. Would it be nothing? Think about if you were a newer player. Would it be easier if when you got an uncommon recipe and it didn't require rare salvage to craft it? Or do you just think any benefit would be insufficient for the effort?
Ghost Posted 3 hours ago Posted 3 hours ago 3 minutes ago, Ukase said: Would it be nothing? Think about if you were a newer player. Would it be easier if when you got an uncommon recipe and it didn't require rare salvage to craft it? Or do you just think any benefit would be insufficient for the effort? Firstly, I think it would be a lot of effort for very little benefit. More importantly, it doesn’t make sense (too me) to revamp anything to benefit/help new players when we just don’t seem to see a large influx of new players, on a consistent basis.
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