How about you gain a % of item back from it? that be also nice :)
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That's nice for sure.
But instead of regaining some materials back, it may be obtaining amount of scraps.
The scraps can be traded for crafting materials such as Crystals, items that sold by guild's npc or even components(Nails, Dye, etc)
Scraps may be divided into metal,wood,etc.
It may cause inventory space problem but I think it would make crafting more fun if we can do various things with scraps.
or have it so if it gets 0/100 you get the items damaged already and have to repair it
I can't see them giving us back our materials on a failed synth or anything like that. They're currently looking for ways to take gil, and by extrapolation items that can be traded for gil, out of the economy rather than keeping them in. Synthesis failing is one of the few item sinks available at the moment.
If anything, I'd see them as being more likely to introduce an auto-fail mechanism in fatigue circumstances like gatherers have (which we of course wouldn't want btw).
The simple fix for this would be to have the display show 99% complete and 0 durability instead of 100% complete and 0 durability.
I think I've got an idea..
How about if we complete an item with 0% durability the outcome comes out as heavily damaged(as 0%) in case of equipment or as a -1 item in case of material or usable item..?
An heavily damaged equipment needs fixing..
A -1 material grants less default quality when using it to create an item..
A -1 usable item would grant a diminished effects than normal..
I definitely understand the frustration that stems from this when it happens. However, from a design standpoint, when you reach 100% and your durability simultaneously hits zero there is no way to maintain the finished product, and the durability takes precedence. The best advice I can give is train, train, train so you can tackle those tough crafts without having an epic last minute struggle at the very end.