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Posted
The infinitely wise BW went back on their word when it came to crafting? Why would you do that? What is the purpose of saying we are going to and I quote from Eric in his post on KOTFE Conquest changes "The Objective “Conquest: War Supplies” is no longer repeatable and is set to reward 2,000 Conquest Points for any Conquest that included that objective." Seriously, riddle me that. Why go back on your word when it comes to this? There is a guild on my server that literally only has 3 dudes crafting their way to winning Conquest. Whiskey Tango Foxtrot BW?
Posted
I think this is the only "Event" that has repeatables for crafting, all the others were "one and done", so next week will be back to 4.0 normal til this weeks event rolls around again.
Posted
Perhaps, but last week and next weeks is still set as repeatable for crafting, but last weeks was not. I believe it when I see it. If they are going to do a Conquest Crafting week, mention it instead of saying its essentially going away so the lower rank guilds have more of a chance against the bigger rank guilds who craft their way to the top.
Posted
I think this is the only "Event" that has repeatables for crafting, all the others were "one and done", so next week will be back to 4.0 normal til this weeks event rolls around again.

 

^Pretty much.

Posted

There are, if I've read this right, 3 Conquest events that allow repeatable crafting rewards.

 

Basically, 25% of the events have a repeatable crafting component to them. Those rewards have been reduced and the amounts of available materials required increased...even though the number of materials used has been streamlined.

 

It would be unfair to completely remove crafting heavy events and having only a quarter of the events lean towards crafting is justifiable. It provides small but alt heavy guilds to compete in at least a few event weeks instead of totally closing them out of any conquests.

Posted
There are, if I've read this right, 3 Conquest events that allow repeatable crafting rewards.

 

Basically, 25% of the events have a repeatable crafting component to them. Those rewards have been reduced and the amounts of available materials required increased...even though the number of materials used has been streamlined.

 

It would be unfair to completely remove crafting heavy events and having only a quarter of the events lean towards crafting is justifiable. It provides small but alt heavy guilds to compete in at least a few event weeks instead of totally closing them out of any conquests.

 

It's two that are based around crafting (and were always meant to be that way, unlike all the other weeks that were meant to focus on other things but got overpowered by crafting every time) and those always had personal targets set to 25k (while normal weeks had a target of 35k which is now reduced to 20k yet somehow seems far far far more difficult to reach without the crafting points and with heroics greatly reduced in usefulness as well). And then there's also a big week which had and still has a personal target of 50k. That 50k week is identical to the formerly 35k / currently 20k weeks as far as crafting is concerned.

 

At any rate though, the "once per legacy" crap is horrible and they need to replace it with better alternatives in every case all throughout all of conquests. Add some new daily and weekly missions if necessary so that once per legacy objectives can be changed to repeatable objectives that limit use per character by awarding points only for completion of those missions.

 

Like for crafting... They could add some NPCs that have little mini-stories similar to C2-N2's "Inflicting Comfort" mission/weekly where they're effectively requesting specific crafted materials from you (war supplies, prefab kits, assembly components, etc.) and these missions could be used for crafting opportunities that can allow a decent number of points (enough to earn or go a long way towards earning your personal target on that character) that's restricted per character instead of only being possible once across an entire legacy.

Posted

Total War, Titans of Industry, and Trade Emporium were not changed.

By all accounts, this is by design since they were specifically excluded from the list of altered Conquest events when they announced the changes..

Posted

I'm not sure how it can be considered harder...

 

Crafting one invasion force nets over a third of the weekly 20k requirement if you have a 100% SH bonus (which you should if you are seriously competing in Conquest) and running one SM operation and a few FP's can make up the rest.

 

Any changes to conquest crafting that allow more points for crafting just skews the conquest back to crafting, which simply should not happen. Conquest should not be decided entirely on who can craft the most, it should be decided on which guild has enough members willing to play the game.

Posted (edited)

Crafting is actually a significant part of MMO's. I can understand both sides of the argument here, but I support everything being repeatable to not punish those who are more active and those in multiple guilds including flash points, base commanders, ops, crafting, etc.. You can't say, "Here, buy these 60 tokens. We want you to play other classes, but no you can't use the other classes to contribute to conquest." I do understand the past system made crafting points only to win way too easy. However, there are alternative ways that crafting could be nerfed without making some players feel that they got left out of conquest. So, every type of player can have an equal opportunity to do whatever objective they choose to do repeatably.

 

Anyway, I polled these suggestions from my guildies and a few other friends. These may or may not all be viable solutions, but I can see how some of them, especially if combined, would deter some players from relying on crafting only to win and at the same time not make the casual roleplayers, leveling players who don't enjoy pvp or gsf, and crafters from feeling somewhat left out. The 1st suggestion was, to make crafting in conquest a little less predictable. For example, the items they are allowed to craft in a given week should be random, taken from different tiers of mats within each crafting skill. This would mean. The items used for the crafting wouldn't be known until the start of the event. The 2nd suggestion was this. Instead of getting 250 base points per crafted war supply, they would receive only 100 base points and only 400 base points for an invasion force. That would be less than half of what they previously earned per crafted war supply or invasion force. The 3rd suggestion was this. We should be limited to 1 conquest item on each companion at one time to be crafted instead of 5 conquest items being queued on each companion at one time. Doing that would eliminate the concern that people could be offline almost 20 hours while crafting conquest only, because they must log on to send out each item on each companion.

 

I did see another suggestion here in the forum which suggested 1 craft/Named Flashpoint/ World Boss/OP/ Base Commanders per character instead of legacy. While I do see some slight improvement for some people with multiple characters in other guilds, it still doesn't balance the objectives to make each just as important as another. So every type of players can do what they like to get points instead of what they don't, because it gives more points per hour.

Edited by AriaHimmelberg
Posted
Perhaps, but last week and next weeks is still set as repeatable for crafting, but last weeks was not. I believe it when I see it. If they are going to do a Conquest Crafting week, mention it instead of saying its essentially going away so the lower rank guilds have more of a chance against the bigger rank guilds who craft their way to the top.

 

They did mention it. You just never read and chose to complain first instead. It was announced when they made the change to conquest crafting even.... a while ago......

 

The irony is smaller guilds actually have a better chance of winning during crafting weeks, especially with the crafting changes. A few wealthy folk can dwarf an entire guild's worth of people easily. Big isn't always better, but if they're a big guild that's actively focused on conquest you weren't gonna win either way.

 

I'm in two guilds that both hit over 17mil last week. One didn't even break 3mil the week before and the other was over 10mil. Smaller guilds have a better chance than before, but the smaller the guild the more active participation required.

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