Anony_Mouse wrote: »I will just put this out there
I would pay a decent amount of crowns for an Assistant who could be sent to collect all my Crafting Surveys (Alchemy, Enchanting, Woodworking etc). Let us buy an assistant who can be sent out once a week or once a month to collect all our gathered Crafting Surveys and bring back the materials a day or so later.
So much time is taken up by collecting the surveys, it is just not an enjoyable use of time (for some). While some would prefer spending their time doing Trials, House Decorations, PvP, what have you, the surveys end up piling up. I don't want to spend hours upon hours running around different maps to collect the crafting mats. I have already completed 90% of the maps in the game.. Let me spend the time how I like, while I can still get the crafting mats which I have earned from doing Writs, and which I need the mats from to do crafting on gear for my adventures.
Pretty please?
I would settle for simply being able to harvest a stack worth of surveys at a particular spot without having to get up and run away an unspecified distance every time to reset the nodes. Just respawn them after a series has been harvested. And stackable treasure maps please.
I would prefer a system that just accounts for the stacked resource surveys. It's fine to make us go out to the area to grab the nodes, that lets us relive a part of the zone experience that we often don't have much of a reason to engage with again. It's not fine to have hundreds of different surveys, all of which stack, but make you run away from the nodes and then run back just to get through a single stack of them. That's annoying and grindy and bad, and reduces any positive sentiment you might have for a zone. It'd be better to consume the full stack of a particular survey upon arriving at the site, and just multiply the amount you get per node by the stack size.
Also, any argument that part of a quest reward should be an optional bonus is invalid. Quest rewards should have an immediacy and determinism to them, meaning they should have some predetermined value range which can be actioned on readily. There are no "bonus" rewards, there are just rewards. Having to do a ton of extra work to get that value isn't a reward, it's just a second quest. Having to do mental gymnastics to justify that is just more proof that it's not a good reward design.
And don't get me started on worrying about how the game economy will be affected. If you're relying on people to not get the rewards from their quests in order to keep the economy balanced, then that's once again a bad design choice or bad economic management, but probably more the first one. After all, if the price of goods falls because of massive supply coming in from people's legitimately-gained surveys, then that's just normal market forces. Nobody here is entitled to be selling their stacks of materials for a particular price. I don't care if tempering alloy drops to 500 gold a piece, even though that's one of my primary ways of making money. That's the risk we take as producers. I do mind when quest rewards are bad and take up hundreds of inventory spaces because they're too tedious to do most of the time.
Taleof2Cities wrote: »I would prefer a system that just accounts for the stacked resource surveys. It's fine to make us go out to the area to grab the nodes, that lets us relive a part of the zone experience that we often don't have much of a reason to engage with again. It's not fine to have hundreds of different surveys, all of which stack, but make you run away from the nodes and then run back just to get through a single stack of them. That's annoying and grindy and bad, and reduces any positive sentiment you might have for a zone. It'd be better to consume the full stack of a particular survey upon arriving at the site, and just multiply the amount you get per node by the stack size.
Also, any argument that part of a quest reward should be an optional bonus is invalid. Quest rewards should have an immediacy and determinism to them, meaning they should have some predetermined value range which can be actioned on readily. There are no "bonus" rewards, there are just rewards. Having to do a ton of extra work to get that value isn't a reward, it's just a second quest. Having to do mental gymnastics to justify that is just more proof that it's not a good reward design.
And don't get me started on worrying about how the game economy will be affected. If you're relying on people to not get the rewards from their quests in order to keep the economy balanced, then that's once again a bad design choice or bad economic management, but probably more the first one. After all, if the price of goods falls because of massive supply coming in from people's legitimately-gained surveys, then that's just normal market forces. Nobody here is entitled to be selling their stacks of materials for a particular price. I don't care if tempering alloy drops to 500 gold a piece, even though that's one of my primary ways of making money. That's the risk we take as producers. I do mind when quest rewards are bad and take up hundreds of inventory spaces because they're too tedious to do most of the time.
Having a writ survey assistant (or consuming the full survey stack) wouldn't be fair to those players who are actually spending the time to retrieve the rewards, @Recremen.
Too tedious?
No problem.
Just destroy the ones you don't have time for (aren't going to retrieve).
@tmbrinks does a lot of writs and gave good reasons why this should not be implemented (see above in the thread).
SilverBride wrote: »
Taleof2Cities wrote: »SilverBride wrote: »
Same.
Put in the time ... get the rewards.
That's a lot simpler than three paragraphs on how to change the game to get around the current mechanic.
Taleof2Cities wrote: »SilverBride wrote: »
Same.
Put in the time ... get the rewards.
That's a lot simpler than three paragraphs on how to change the game to get around the current mechanic.
The current mechanic is bad, though, being in the club of 3 people that somehow enjoy it doesn't change the fact that it's a bad reward design that doesn't do anything for the vast majority of crafters. Being resistant to change just because you're fine with the status quo isn't a noble position, it's just mindless stagnation. Also, we already put in the time. That's how quests work, as already stated.
Taleof2Cities wrote: »SilverBride wrote: »
Same.
Put in the time ... get the rewards.
That's a lot simpler than three paragraphs on how to change the game to get around the current mechanic.
The current mechanic is bad, though, being in the club of 3 people that somehow enjoy it doesn't change the fact that it's a bad reward design that doesn't do anything for the vast majority of crafters. Being resistant to change just because you're fine with the status quo isn't a noble position, it's just mindless stagnation. Also, we already put in the time. That's how quests work, as already stated.
You're allowed to speak for the "vast majority of crafters"
Yet when somebody else says something similar, you demean their opinion...
hmmm...
If you collect your surveys immediately, you'll NEVER get a repeat, since it's impossible. The reward work in a way, that when you turn in the items, somebody gives you a "hint" about a nice cache of resources somewhere.
The only issue is people like us who do writs on dozens of characters (because they are so very profitable), and allow them to stack up, and then (some of us) complain about them stacking up.
If you don't to do surveys, don't do them, it's fine, writs are still more than profitable if you buy materials (probably still the best thing for profit in a given time frame). They're just more profitable if you make the choice to collect your surveys.
It's up to you.
As I said in my original post. Why even make the suggested change if you want to make survey collection automatic? Just change the drops from the writs themselves (which ZoS has already done previously to make them even better than before)
Why even make the suggested change if you want to make survey collection automatic? Just change the drops from the writs themselves (which ZoS has already done previously to make them even better than before)
Hapexamendios wrote: »My main problem with surveys is that I let them pile up in the bank and end up with stacks of 20+ to do. Basically I'm lazy.
DaveMoeDee wrote: »Hapexamendios wrote: »My main problem with surveys is that I let them pile up in the bank and end up with stacks of 20+ to do. Basically I'm lazy.
That isn't lazy. That is just not wanting to waste game time on tedium.
Oreyn_Bearclaw wrote: »I would propose an alternative plan. The points are valid about the issues with the hireling. I am not opposed to it in theory, but I do think there would need to be some sort of convenience tax. Perhaps the hireling keep 25-50% of the materials.
My solution would come down to stacking. Yes they stack in the bank, but they dont stack in the wild. If I have 4 of the same survey, make the survey node 4x as powerful (or maybe slightly less, again, convenience cost). It makes zero sense from an immersion standpoint that I can go collect a node, run 15 feet away, come back and it is there. It certainly makes sense that if you are getting leads from multiple sources that said node might be extra juicy.
Another obvious solution. Make them tradeable. The products are generally fairly predictable, and they are all tradable commodities. There would absolutely be a market for them. Sure mat prices would fall in the short term as hoarders like myself unloaded them, but things would stabilize. Some people love collecting surveys, some hate it, some didnt mind at first, but have been over it for years now (looks in mirror).
Honestly at this point, I will never do all my surveys, I have well over 2k of them. I have done every node in this games dozens and dozens of times in the past, it just isn't worth it me any longer.