Craft not going to HQ > disconnect and force the fail > get your mats back and start over.I'm pretty sure the way it works now is that if you FAIL a craft (durability hits 0) you have a 10% (or so, I don't know the exact value) chance to get your materials back. 90% if reclaim is active. If you QUIT or DISCONNECT during a craft, then you have a 0% chance. I have no idea why it works this way instead of just giving you the exact same chance to reclaim as FAIL would. There's no way to abuse that.
I liked your post. Hope it gets manyI logged a suggestion here. Ideally we could have it for everything but at least allowances are a good start and better than what we have.
Please support this question for live letter: http://forum.square-enix.com/ffxiv/t...=1#post2580283
omg this is comprehension difficulty =/
not saying I dc often or that is S-E fault. People selling/trading items by mistake is not their fault either. Just saying it would be nice to have thic parachute SHOULD a dc happen. That's it.
I am not even complaining for a resume feature to be missing. Just suggesting something that could be useful for many people.
There is no comprehension difficulty here. Just because I disagree with the viewpoint doesn't mean I don't understand it. Many hours of coding, implementing, and debugging a feature that's occasionally useful once in a blue moon and opens up another avenue for exploits while increasing server-side storage size isn't time well spent.
Likewise, support this question, sadly at the end of a page. =/
http://forum.square-enix.com/ffxiv/t...=1#post2580436
There is no comprehension difficulty here. Just because I disagree with the viewpoint doesn't mean I don't understand it. Many hours of coding, implementing, and debugging a feature that's occasionally useful once in a blue moon and opens up another avenue for exploits while increasing server-side storage size isn't time well spent.
This is an totally acceptable comment and respectable opinion, Dreamer.
What I did not like in your older post was you saying: "not a S-E problem if you dc"; that was not acceptable from my point of view.
Anyway we'll see; let's hope they give my question a chance so that we can have an idea on their position in this regard.
How is it increasing the possibility of exploits if we're only talking about picking up the craft from where it was left off? I mean it's progress, buffs, quality and CP, not resetting the craft entirely. If you mean the possibility of hacks or third party programs being developed...well honestly we can say that for any new content (such as hunt radars)
I'd agree that its shruggable for a typical crafting, but they keep adding more and more time-gates or expensive materials that it ends up becoming a problem. Its these sort of things that keep making it seem like the crafting portion of the game is really shafted.
Whether or not that this would be an important change is up for debate; you'd see moderators commenting on QoL or crafting changes and always bring out "It's not within our schedule, but we'll bring it up. Please look forward to it!" Like I mentioned previously, the fact we're using time-gated materials now and ones that are completely dependent on RNG (mastercraft demimaterias), a change like this would be welcomed.
Let me help.
Connection: check it and hard wire it. Helps but not 100%. System, this is my first mmo so at the start my system could not handle this game. System upgraded.
Working on 3 or 4 star items. It is expensive. If you don't have a plan to make the gil back and profit, you are wasting your time and gil. Sure you can craft for yourself at far less than MB but is it worth it? The 4 star is heavily time gated and/or very expensive. If you are a crafter you will make the gil back and be able to take the few mil gil hit how ever it comes. Lag, dc, power goes out in storm. Sucks but it happens.
If you are crafting something that takes time, hq or not, you should not be in DF and that includes dps unless you are ready to take the hit when you withdraw from queue. It is the craft or the queue not both.
Finally in crafting, no risk no reward. No reward, no reason to do it. Work with the risk involved.
It opens up no avenues for exploits if it stores the state of the craft in its exact state. There are not that many variables that *should* need to be stored, since crafting is very contained with its scope. Beyond that, it's just *not* force quitting the craft on disconnect, re-initializing the craft state on reconnect, and then restoring durability, quality, cp, etc to their previous levels and allow the game to continue from there. It really *shouldn't* be that monumental an addition.There is no comprehension difficulty here. Just because I disagree with the viewpoint doesn't mean I don't understand it. Many hours of coding, implementing, and debugging a feature that's occasionally useful once in a blue moon and opens up another avenue for exploits while increasing server-side storage size isn't time well spent.
It really wouldn't be an issue if they didn't keep adding more and more expensive and rare materials to the crafts. If you lose your materials due to game rules, that feels (somewhat) fair, because at least you knew what you were getting into. To have all that stuff go *poof* because of a random disconnect, it never feels all that fair whether or not it's actually SE's fault for the disconnect. Lose too much and it can start to become a quit worthy event for some people. Shouldn't that be reason enough for SE to at least look into it?
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