THIS ^
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I wasn't nitpicking, but rather pointing out that their idea behind this system is conceptually different from your suggestion of keeping it as a unified HQ% value. A Quality of 300-600 results in a 0-10% chance of HQ, while 800-1000 results in a 50-100% chance. It's clear here that the correlation between Quality and % chance to HQ is not a linear one. This isn't an intentionally redundant design, but one done on purpose. The higher the value of Quality gets, the tougher it becomes to achieve it - and thus the more it influences HQ rate per point of Quality.
This has pretty much always existed - but the problem was lack of control over HQ rate. No matter how high a Quality you achieved, the rate of HQ was dismal. Now that very high values of Quality will in fact produce HQ rates near or even at 100%, there doesn't need to be any bonus to HQ rate. Lower level recipes will be much easier to achieve very high values of Quality on.
You'll have to worry a lot of about success rate and durability on recipes at or above your craft level, but recipes well below your level can generally be completed even via spamming Careful Synthesis only and focusing on Quality. Thus lower recipes will be much easier to HQ, as part of this system, based on what they're shared.
They can still do the same, just scaling it down to 0-100. The only thing I didn't like is the huge maximal quality, I wasn't suggesting them to change it to a linear curve, it's actually good it's not linear.
They have been adding more and more to the UI recently (micro menu is anything but micro by now), they should try to reduce clutter, not add yet another variable on that is displayed. I just don't see a reason to see the quality if you can see your HQ percent anyway. Or vice versa.
Also, sorry for overreacting, I'm still too used to the people in the general trolling section.
OK this might be the wrong place, But can someone Enlightin me on the Elemntal part of crafting. I do notice that sometimes when craft it tells me that my element is unstable.
What gives?
When an element becomes unstable, you get a higher durability drop if you fail a synth attempt. If you continue to spam enter through it, it might grow chaotic, making you lose a huge part of your durability.
AFAIK, the control stat is what reduces the instability and if it does get unstable, it's best to wait it out.
Quality needs more zeros, imo.
Different elements have different effects as well, but they are all universally bad for the process.
From my impressions of the post Bay translated for us, it would be even easier now to get HQ. I like the fact that you guys are making it more clear on how to obtain HQ items. But the probabilty to obtain it is too high, IMO. I personally have tons of HQ materials in my retainer, does that mean that if I have enough HQ mats to make 50 of any specific finished Item. That there is going to be a minimum of 25 new, shiny +1 items rolling around the wards just from 1 crafter?
It seems with every update, the dev team is making this game easier and easier. This is only my opinion all together but an easy game is a boring game. To me, its emotionally gratifying when I have to work hard towards obtaining a specific item. It gives a feeling of accomplishment when you hold the item in your hands. The same applies to buying an HQ item. I think the number of HQ items rolling around out there now is sufficient as is.
Keep in mind that not everything is made with raw mats. For example, to make a Felt robe you need 3 pieces of undyed felt, woolen yarn, electrum ingot, and boar leather. For the 3 undyed felt alone, you need to start off with Karakul Fleece +1 x5, Snurble Tufts +1 x2, and Natron +1. The dropped items you will eventually get from enemies, the Natron you will have to make from Rock Salt +1 and Effervescent water +1. So it's essentially 2 steps you have to get a +1 on in order to get Undyed Felt +1.
The Yarn needs Karakul Fleece +1 and Fleece +1 (which you would have to HQ by crafting it). Electrum Ingot would just need +1 ore and the leather would just need +1 Hide and Alumen.
Essentially the more steps in manufacturing that an item needs the less and less likely you will HQ it and it will take more time and effort to get the necessary raw materials at the starting steps to get a high HQ rate, but it will greatly reward the crafters that put the effort into doing so. Not to mention there will be future recipes that will most likely use more manufactured materials than raw ones.
HQs would just become a mark of a dedicated crafter that put the work in to make those HQ items and they should be rewarded accordingly. With many HQ items becoming a much larger time investment to make than NQ you will still see less of them around. When they get around to adding the rare gathering nodes, you can bet that getting HQs of those mats and HQs of the gear that is made from them could make you some nice gil.
And don't forget, people wanting to absolutely max out their stats as much as possible will be tempted to multiple meld on their HQ gear (especially if they will be getting unique stat boosts from NQ as planned). This will help take out some excess HQ's in circulation.