Ukase Posted 17 hours ago Posted 17 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 17 hours ago by Ukase Additional thought 1
Ukase Posted 16 hours ago Author Posted 16 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 16 hours ago Posted 16 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. 1
Ukase Posted 12 hours ago Author Posted 12 hours ago It could just be me - but I'm seeing a lot of newer players. Some are just returning, but the last time they played was retail, and it's practically a different game. 1
Yomo Kimyata Posted 10 hours ago Posted 10 hours ago 6 hours ago, Ukase said: 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? I don't think so. There are plenty of rare recipes that don't require rare salvage, just like there are plenty of uncommon recipes that do require rare salvage. In terms of "what is unfair or dangerous to the theoretical new player?" I think this ranks somewhere below 1 on a scale of 0 to 10. 6 hours ago, Ukase said: 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) New recipes for new sets introduced by Homecoming were simplified. I assume that was by choice. Pointing it out is fine, but probably irrelevant to anyone who isn't particularly concerned with mass crafting and probably well known to those who are. It's hardly a secret. Not like the secret magic slot machine in St. Martial. 6 hours ago, Ukase said: 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? Don't know; more, but it's marginal; minorly bad, but that's just like my opinion man; nope. 1 Who run Bartertown?
Ghost Posted 6 hours ago Posted 6 hours ago 5 hours ago, Ukase said: It could just be me - but I'm seeing a lot of newer players. Some are just returning, but the last time they played was retail, and it's practically a different game. There are new/returning player - but I doubt it’s in the numbers or consistency that would warrant revamping the recipe system. Changing the system to make things easier for the 10 or so new players we get every couple weeks just makes no sense to me.
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