Stienbjorn wrote: »Wow, remove the research times and you remove the value of the crafter. That blacksmith who spent 4 months learning his craft and choosing his/her traits wisely, while also investing skill points into blacksmithing is now irrelevant because you wanted the times removed. Now everyone and their entire family can craft what s/he can and it took them all of 2 days...
Thanks but no thanks, the time stays, and with it doubling each trait for an item. Want to reduce the time, spend the skill points, or get real cozy with a crafter.
SadisticSavior wrote: »1) You still need materials. And you cannot gather them off line.
SadisticSavior wrote: »2) Most people play this game for reasons other than researching traits.
SadisticSavior wrote: »There is lots of enticement to stay online. Trait Research is a teeny tiny part of this game.
True enough, though this plays into the scenario outlined in my previous post about collective crafting bots and why time gates may not be as efficacious as intended in safeguarding the produce of a crafter.
Partly because people do not seem to get how miner Researching really is. Researching will not actually advance any of your skills. All it does is open up traits for you to use.And yet it is the part that we are discussing in this thread.
SadisticSavior wrote: »It's exactly the opposite. This system is made for casual players more than anything else, because you don't have to be logged in to advance.
Firstly, I am certainly not advocating the removal of research times. I am personally of the opinion that the exponential increase could be done away with because it isn't efficacious but that is for several reasons. I will go into only one of these right now.
In response to the quoted comment I would add that not only does the system favour casual players, it favours almost absent ones. A character that is given a few items, for example by guildmates, can log in once or perhaps twice a day, hit the stations and in a comparatively short period have access to several traits in several crafts. If this character was a unplayed crafting clone this becomes even worse as 2 characters set up in this fashion, by a group or guild, could study 4 traits each and could then have access to all 8 traits in a combined time of 3.75 days, as opposed to the 63.75 that it would take a single player attempting to do the same thing.
In short, this mechanic rewards you more for creating soulless crafting alts that are funded by a guild to be mere machines for turning out items than for creating a flavourful character that you play continuously. At least according to the numbers I have run.
When researching new enhancements from items, each research takes an arbitrary amount of time. The one I'm currently researching takes six hours. There's no reason this should take time.
When researching new enhancements from items, each research takes an arbitrary amount of time. The one I'm currently researching takes six hours. There's no reason this should take time.
Kind of defeats the purpose of research, don't you think? Was relativity instantanous for Einstien? Was the polo vacination instantaneous? Hot Pockets?
Why the need for immediate gratification? What happened to the joy from reading a good book, the eloquence of a sonnet or the rapture experienced at the crescendo of piece of music? The game is meant to be experienced and the best way to do that, is with time spent.