View Full Version : Quality of life Suggestion - Crafting
Feary
03-11-2015, 03:37 PM
Given all the recent "Quality of life" adjustments/suggestions. i thought i could toss a few of my own in there for crafting.
Guild points - the accumulation of GP are outdated. i recently obtained all items and KIs for Clothcraft, alchemy, and goldsmithing. i simultaneously did all 3 crafts for GPs daily. it ended at 5-6 months before i was able to complete. missing less than a handful of days.
With all the recent additions (kits, double skill up campaigns,etc) to crafting, i would hope it is possible for an adjustment
so here is a few suggestions
1. simply more points per item, per trade.
2. login points? seasonal event?
3. lower the amount of points required for items.
4.Have daily items roll over every 3 ranks instead of 7.
example currently a veteran/expert would have to craft an selected item from each rank starting from novice. this change will start them from craftsman instead of novice. the new pattern would be craftsman > artisan > adept > veteran > craftsman. instead of novice>apprentice>journeyman>craftsman>etc.
of course change would have no effect on anyone below craftsman(70). keep it as intended for balance. rewarding the dedicated crafters.
earning 1k~ guildpoints a day when you need 500+ isnt cool anymore.
I dont think it needs items or points need adjusted, but trading in Copper A.M.A.N vouchers would be nice (same 1 > 1000), and we are limited to how many we can obtain in a 24 hour time frame. so unless you have a stockpile, starting from scratch you will only get like x2 or x3 points per day
Ramzi
03-12-2015, 11:20 PM
On the topic of quality of life for crafters, how about reducing the break chances or even making it non-existant when you are a certain skill level over the craft. I was making some Akamochi yesterday which is a level 81 craft. My cooking level is 107, and I have hocho, torque, apron, hat, and cooking stall for +12 skill which puts me at 119 skill (38 levels above the recipe) and I broke as many synths as I HQ'ed. Four HQ synths and 4 breaks out of about 3 stacks of materials ~36 synths. I know RNG is all to blame, but it shouldn't be. At some point there should be some peace of mind that you won't randomly botch a low level synth, and even if you do... how the hell do you break on over 11% of them?
Feary
03-13-2015, 12:59 PM
On the topic of quality of life for crafters, how about reducing the break chances or even making it non-existant when you are a certain skill level over the craft. I was making some Akamochi yesterday which is a level 81 craft. My cooking level is 107, and I have hocho, torque, apron, hat, and cooking stall for +12 skill which puts me at 119 skill (38 levels above the recipe) and I broke as many synths as I HQ'ed. Four HQ synths and 4 breaks out of about 3 stacks of materials ~36 synths. I know RNG is all to blame, but it shouldn't be. At some point there should be some peace of mind that you won't randomly botch a low level synth, and even if you do... how the hell do you break on over 11% of them?
that is why you need crafting rings and why we need an improved guild point system so we can get said ring.
you cant hq break if you cant hq. lol unless you were trying to hq, in that case there are other rings for that.to help for this.
Ramzi
03-14-2015, 03:13 AM
that is why you need crafting rings and why we need an improved guild point system so we can get said ring.
you cant hq break if you cant hq. lol unless you were trying to hq, in that case there are other rings for that.to help for this.
Well yeah, I was trying to HQ as many as possible, but being almost 40 levels above the craft level, it's kind of silly to break 4/36 while only HQ 4/36. I know it's all random, and I could do it again and HQ 8+ but randomness is starting to make me rage in this game. Between the ridiculous skirmish augments, then trying to do crafts to relax a bit and get further aggravated.
But I do agree with your initial point. Guild point items should be within 20-30 levels of your skill, not go all the way to the bottom and cycle up to veteran, then repeat again.
A system that enabled you to summon an apprentice to craft items for you while you were offline or otherwise occupied on the game would be nice.
Grekumah
04-01-2015, 03:42 AM
Thanks for all your feedback and suggestions.
The development team would like to look into methods that would make it easier to acquire both guild points and items that players can earn with guild points.
There are no specific plans at the moment, but we will be sure to update everyone when we hear more details.
Feary
11-12-2016, 02:14 AM
thank you!!!!!!!!!!!!!
this November update has nearly tripled the rate of guild points.
excellent.
i'm excited for crafting. i hope this content push will come full circle.
Nyarlko
11-18-2016, 12:49 PM
thank you!!!!!!!!!!!!!
this November update has nearly tripled the rate of guild points.
excellent.
i'm excited for crafting. i hope this content push will come full circle.
Exactly tripled actually. ^^ Downside is that GP/item was not increased, so that is 3x the number of items you need to trade in to cap for the day. Not bad at all for most crafts I think, but just had to trade in 150 Cesti the other day ._.;; That seems a bit ridiculous for a durable craft, and I can't imagine what it must be like for the consumables.. On average, how many items would a cook or alchemist need to trade in to cap weekly now? Perhaps the lowest rungs of the schedule can get removed or at least GP/item increased to reduce the numbers needed?