NQ pine chips :(
Oh well gotta take the good with the bad. Just kinda sucks my highest quality ever on a synthesis makes a NQ item :cool:
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NQ pine chips :(
Oh well gotta take the good with the bad. Just kinda sucks my highest quality ever on a synthesis makes a NQ item :cool:
Congratulations on the quality.
But yeah, higher quality only increases chance of HQ items, don't think there's a way of guaranteeing anything until the changes in 1.19.
I think with pine chips though they wouldn't become HQ, you'd just get more of them at the end.
Yeah, my highest quality ever is in the 680 range, with about 5 touch ups ... and it was NQ. /sigh
But in my case, it kind of makes sense. Because I'm a terrible crafter. Although the first item I ever made in the game was a rope belt, with just over 100 quality ... and it was a +2. So for about 5 minutes, I was convinced that I was the best crafter in the history of ever. But over the ensuing several months, I've proven that that's most definitely not true. :)
My HQ stuff is almost always below 100 quality. Way too random imo ò.Ó
What up, bitches, Straw hat +1 when I was rank 1 weaver and I had 2 durability left! =P
And now I can't get Jade Crooks past +1 :(
393. Those have been accrued after spending only two days on the forums.
What can I say? I like to socialise, and offer my own iput, opinions and ideas with debates. I also try to avoid arguements and do my best to refrain from insulting others.
The only reason I said anything about the b*tches thing is the game IS rated 12+, and since I've seen 8 year old kids that can send text messages and operate mobile phones like a boss, it wouldn't be too hard for a 12 year old to read a thread on a forum.
Just thinking about the younger generation is all.
I HQ with 0 durability and 0 quality, it's just how Gath rolls...
Like I said to Tony in shout in game, "I can slap my di** on raw materials and it HQs them."
My 1 gil is worth more than your 1 gil.
Yes I did censor myself, I would rather my post not get deleted by the fascists that are FFXIV forum mods.
nice to know that this HQ system will end in a pair of weeks! :D
Since the bold nerf, my highest so far is 764 quality, and I wasn't even using +3 mats. NQ result obviously.
I once got +3 with like 180 quality.
It's so BS how it works.
It operates on a % chance. You cannot see how gaining quality affects this %, it is a hidden algorythm.
A blacksmith could craft the same sword 100 times, that is not to say that the next sword he makes will come out just as good, it's all up to skill and a little bit of luck.
I made a Bone Ring +1 with only 28 quality, after making 10 other NQ Bone Rings.
Lucky me :3
he said a change to reward skillful crafting not making hq mats having a 100% success rate on hq items.
it goes from no real reward for getting super high quality and random results to knowing if you have hq mats you get hq gear all the time and if you have ne nq mats you never get hq items. that's not a reward.
yes, i do understand that part, but you have to look at the other side of it. which is going to be harder for a high rank crafter to get? completing a high level finished item or completing a synth to get a low level part?
just go for getting a hq iron ingot for the metal crafts they mentioned.
Iron Ingot = Blacksmith (12)
Bladed Lantern Shield = Blacksmith (49), Alchemist (35)
the finished item was the hard part to complete. it was just time invested to get the hq part to complete it. now all you will be invest the time to make the hq part and then standard bash the finished product. why standard bash? why do anything other than standard bash it when the quality and touch ups no longer matter at all?
if you are missing one hq mat there's no need in taking the time to increase quality nor use skills unless the craft is looking like it may fail because you have 0 chance to hq it with only that one non quality mat. if you have all hq mats the synth just needs to get completed to get a 100% sure hq item.
we have to remember the parts may be hard to hq if you are at rank, but i doubt they will increase it to the point that even a r50 has issues getting a hq version of a r12 synth. that would assure no low level crafter would ever get that lucky hq that felt great while a low level crafter.
Thought!
Perhaps there is a deeper reason to reducing item qualities from from NQ, +1, +2 and +3 to just NQ and HQ. At the moment when a character is being loaded, should they wear for instance, all 4 different quality versions of a bone ring, it may be that they take longer to load as the game needs to load all 4 different versions of that ring (even though they are the same model (People do say the engine isn't optimised, this is possibly one of those things that aren't?)). With only 2, the character would load faster, this would reduce the whole 'character popping into existance 5 feet away from you' to 'character popping into existance 20 feet away from you'. It could also possibly reduce workload on the server.
Also take into consideration that it has been stated HQ materials to make HQ items will be more difficult to obtain. This means that the Bone Ring +1 I create post-1.19 would technically be harder to make than the Bone Ring +3 you made pre-1.19 as yours would be more on account of luck and mine would be more on account of the difficulty of obtaining the HQ Bone Chip whilst mining or killing enemies that drop them. Whilst it's nice for a low level crafter to make a +1, 2 or 3 item, it's also ridiculously tedious when a high level crafter using all current HQ materials still can't get an item above NQ.
This gives HQ items more worth than what they have now (since by luck you could make a whole bunch of HQ items atm), especially since the stats they provide will be of more worth with the stat changes/fixes also in 1.19.
Also with the inclusion of the materia system, the current crafting system and/or item quality system may have caused complications with adding materia to equipment. By simplifying the HQ system, adding materia may 1: Reduce unforeseeable problems with it's implimentation and/or 2: Reduce any possible server strain your radically changed equipment may have caused due to multitudes of HQ gear + materia stats.
These are just my thoughts on the matter.
Maybe having a higher quality at the end of the synth will secretly have a chance of making the gear easier to apply Materia to?
Indeed, all they did was make the one exciting part of the crafting boring.
Imagine if you went into a boss fight and all that mattered was the party setup you had or the gear you were wearing. That is basically what the new crafting system will be like. Guaranteed success even if you suck.
I thought Yoshi was trying to foster systems that rewarded skilful play. So far I've yet to see any indication that the game is going in this direction.
i can agree with part of your philosophy Konachibi, but what i was talking about is it may be harder for a r12 to get r12 items hq, but the high level crafters will still likely be able to get that hq part much easier.
nobody has said the system in place is perfect. i know i've said it's got a long way to go, but i think taking any of the luck factor and skill factor out of the process completely was the wrong way to go. granted, luck should never have made as much impact on the process as it did, but i don't think that will be changing at all with the making of parts. they will just be removing the luck factor in crafting the finished item.
i made a suggestion a few months ago on the removal of the overwhelming luck factor i still see as the easiest way to have made all groups happy. here's a few things that could have been changed to the process and made things alot more towards rewarding skillful crafts.
1. removal of the added bonus to the final quality for just adding a hq mat. no reason for a craft to begin with a 350 quality. each synth would start with a quality of 0.
2. the bonus for hq materials would all be put into durability. this would give extra chances for bold synthesis and using abilities to increase quality.
with just those 2 changes they could have put in place a hq system that did reward the skillful process of making high quality(hq) finished items. since every synth started with 0 quality you would have to work for the high quality on finishing the item and this is just an example of what i mean.
0-100 quality = nq with a possibility of a hq +1 result.
100-175 quality = +1 with a chance of a hq +2 result.
175-250 quality = +2 with a chance of a hq +3 result.
250+ quality = +3 result on completion
this would encourage people to do more than just standard bash the final item and actually make people put their time and effort into a craft. if you got a 250+ quality +3 hq you would be allowed to sign that item and from then on anyone that checked the item when someone was wearing it would be able to see who actually made that finished product.
i was just hoping for a way that would encourage people to do more than just standard bashing to cap and then standard bashing finished items and then doing 20+ touch ups to complete the item. to me the biggest issue is the fact that there is too much luck involved and it takes away from the doing a great job on a craft, but with the above method it would actually encourage people to take the time to complete the item.
i understand they are removing the +1 +2 +3 versions, but they completely have taken away the chance to get a hq because quality and touching up an item no longer have any value. i just threw numbers in there so don't think that's an actual number, but more of just an example of what i was talking about. maybe you will see what i mean about rewarding skillful crafting out of it anyways. yes, my method would still involve a luck factor, but it's only luck to get one spot above what you have earned and not losing everything you put your time and effort into.
i'd be in favor of anything that actually rewarded getting higher quality and putting effort into the item. i'm just not into the idea of standard bashing to completion for hq results all the time. i do agree with you on the luck factor is way too overbearing atm though.
That's because all you do is foster hate for Yoshi. Why is this?
Have you met him in person and he stole your candy?
Perhaps you have some secret hatred of the Mario Yoshi and are harbouring this hate onto a person in possession of the same name in order to quell your anger?
Perhaps you are clearvouyant and are able to see exactly what he is thinking he wants the game to look like in the future?
Or perhaps maybe it's just 'cos you're a douche that has absolutely no concept on how online games develop and therefore you believe everything any game company does is wrong because you simply don't understand it, and you choose to pick on a particular person from that company because he singles himself out by letting the games community know of their plans for the future, which by the way did I mention you don't understand.
Sorry I sound so aggressive in this post but you've contradicted yourself so many times in posts in the past that you even TRYING to redeem yourself by saying anything constructive has become a complete joke to me and the useless and pointless rubbish you mostly say doesn't contribute to any topic and causes it to swerve violently off-course.
Now I've finally got that off my chest I will happily continue to try and contribute my constructive ideas and opinions to the forums in the hopes of at least making a couple of people smile or laugh today, and even possibly giving the development staff an idea they may consider working on in the future, which is far more gratifying and rewarding to do than hate-mongering a member of the development staff of the game I'm currently playing.
P.S sorry to everyone else in the thread for this incredibly long post that shouldn't have been required but he's REALLY getting on my nerves.
@ Darkstar: It's slightly different but I was wondering what a hardcore crafter would think about bonus XP from having higher quality upon completing a synth? Let's say any quality totaling 100 + X adds x% bonus to your XP reward?
I thought I read about something being in place to that effect but I haven't noticed anything, personally.
It would make getting high quality on tough, high level synths challenging and rewarding and let lower level synths stay relevant for a little bit longer, and maybe make leveling a craft more interesting.
I can see the p.o.v some crafters have with the chances to NQ and HQ items, I didn't like the look of it when first reading it, but then I tried to look at it from a more positive perspective, like "That HQ copper ingot will DEFENITELY become a high quality [insert item made from copper ingot here] now, instead of me spending hours mining copper ore in the vain repeated attempt of receiving the luck to make a [insert item made from copper ingot here]"
Should I be making that particular item to use myself, this is a good thing (b'.')b
However I too question what will happen to Rapid and Carefull synthesis when 1.19 is implimented, because at the moment no information has been given as to their newly intended use.
ya know, if you were leveling a craft that would be a good idea, but if you are already capped it would go back to the standard for completion. i was trying to find more of a system that made, both, low and high level crafter work for whatever they get as far as hq items were concerned.
i do like your idea during the leveling of a craft though and believe it has its merits for sure.
I like this idea. To accompany it perhaps a reward to go alongside increased XP gain could be that one or more of the materials you used to craft the item would not be consumed by the synthesis, allowing you to make another if you have more of the materials that were consumed. Or perhaps you are reimbursed the elemental shards/crystals the synthesis required.
Though it would hinder gathering classes and then market prices of materials would probably go up.
Just a thought though.
i had also been thinking of another way for people to make crafter friends. say you want to get a canvas robe made, but none are for sale in the wards and you cannot find anyone to make the item for you. allow the option for you to go and order it from the npc in the guild.
they could place the order and the crafters, when they come into the guild and check for orders, see someone wants the robe and who that person is. the npc could set the price it charges and set a price it'll pay the crafters to make the item. the crafters would gather the materials and make the item and turn it into the npc in the guild and a message would go to the person that ordered the item.
they could make it to where the crafters got guild marks or materials for the completion of the order as well as the fee for making the item. it seems like it would be an incentive for crafters to help others as well as a way for people to make friends that do craft.
Yeah I have heard similar ideas to that one being tossed around a few times. It would be a pretty great way to buy/sell gear that's a color no one ever makes.
I'm really not too sure how you would make Quality/Touchups mean much without having it influence HQ chance, although it didn't really seem to matter anyway... That's why I wondered if it had anything to do with making applying Materia less risky. When precious gear is at stake, any chance at getting that gear super-powered but greatly reducing the risk would be a huge deal.
What you are proposing is a player-operated leve system.
This sounds like a very good idea (b'.')b
When I first began to read your post I was thinking you were going to suggest a 'craft finder' tool to the option menu.
As it turned out what I was thinking you were thinking and what you were actually thinking were quite different, and your idea is far better. Also I'd end up spending hoooouuuurs hanging around at the weavers guild just making and handing over the needs of the many.
This also means that crafters would be seen as a more beneficial part of the game, as you wouldn't be forced to only be able to buy the things they choose to create and sell, you could dictate the thing you want and I'm sure crafters would be only too happy to go along with it for the means of gaining gil, xp and guild marks.