I said week not weekend.
I said week not weekend.
There's honestly nothing "hardcore" about the current crafting scene, especially if it's in regards to unlocking the recipes. It's always been about numbers, planning how many steps you need to finish a craft, how many CP you have for durability restoration/100% touches, and praying that you get goods for TotT or no fails on your 80% abilities.
Hell, even in regards to the book if the stars didn't allign, you'd straight up trade the NQ items to refund the important items to try again (demimateria, the x3 items and the GC seal item).
All crafting takes is time, money, commitment and some RNG.
I'd still like to see the RNG either dropped or reworked so it doesn't make or break a craft. FCoB implementation of random elements is something they can learn from. You aren't ever going to wipe in T10 because the of bad RNG because you react to the RNG. If you fail all your HTs or get zero TotT procs you can't do anything about it besides Reclaim, which you can also fail. That is shit RNG implementation no matter how you look at it.
If you remove the current trivial "RNG" elements from crafting, you make everything 100% macroable and mind-numbingly boring.
There is some RNG, I agree, but it is rare that it ruins your chance to HQ, assuming you've used the right skills at the right moments.
There are a lot of people on this forum/reddit who have been blaming RNG when the real issue is they were using a poor set rotation/macro copied from someone else.
T13's RNG is the darn chests lol, now thats bad RNG.... xD
Last edited by scarebearz; 04-05-2015 at 02:15 AM.
By forcing specialisation similar to FFXI's style It would allow square to make it easier to be a top crafter because not everyone can be the best at all crafts, it was similar to desynthesis where you had a set number of levels above a certain threshold of which all jobs could be levelled to so you could distribute your crafts equally but then you are unlikely to make any money so it just made sense to use all your levels on one craft and get that to max whilst the others sit at cap. If you levelled another craft above the level it would take one away from the other.
Then the issue with FFXIV's crafting system is it is too easy to cap every craft and then use all the skills to make everything so they had to create barriers to the highest crafted stuff by making it quite a grind to get the higher level craft weapons and require some investment into materia to then make the market more stable. By forcing specailsation no single person can craft all equipment provided they got the gear, that means they can make the barriers to entry easier on the hardest to craft stuff as you have already made it significantly rarer by limiting each person to one craft at cap. I would assume by following this method they could make it easier for people to be a high level crafter, for instance a newcomer to the game right now would have an awful grind to get all the key jobs to cap for the skills and accumulate a decent amount of gil to buy the top gear before grinding for a lucis. Heavensward should reset this (although the grind to 50 to get all the skills will not be likely to be removed) Introducing specialisation will then allow any newcomers to not only catch up but then not have to level all the crafts to 60 ontop of the grind.
Last edited by Firepower; 04-05-2015 at 02:25 AM.
I realize there are people blaming RNG when it's really there own fault, but you craft enough to realize there are synthes that are simply unwinnable because of the cards you are dealt.
Excellent/Good Procs I think are fine, but I'd like to see more of this and more ways to use this (ex: stuff like TotT procs). I think giving you options on how to handle your RNG is better. I think the 80%/70% etc. chance to fail is on par with materia melding in terms of laziness.
If synths requires you to respond to Excellents/Goods and other stuff they may add then no macro would be able to handle that, so I don't agree with you that it would make it boring. I'm not saying to get rid of all RNG, just the win/fail RNG.
And chest RNG sucks. Wish they'd make more coil mats that dropped.
Agree ^^I realize there are people blaming RNG when it's really there own fault, but you craft enough to realize there are synthes that are simply unwinnable because of the cards you are dealt.
Excellent/Good Procs I think are fine, but I'd like to see more of this and more ways to use this (ex: stuff like TotT procs). I think giving you options on how to handle your RNG is better. I think the 80%/70% etc. chance to fail is on par with materia melding in terms of laziness.
If synths requires you to respond to Excellents/Goods and other stuff they may add then no macro would be able to handle that, so I don't agree with you that it would make it boring. I'm not saying to get rid of all RNG, just the win/fail RNG.
And chest RNG sucks. Wish they'd make more coil mats that dropped.
More proc type skills to react to may be a good idea and keep skill involved in crafting.
I just dont want it to go back to the 100% HQ macro days xD
I agree 100% that 100% HQ was pretty bad. The current set up is only marginally better. FFXIVs crafting system is already better than most MMOs, but the frame work is there to go far beyond.
Blind optimism wants me to believe they'll differentiate the DoH classes more so that a GSM isn't a CRP in different clothes, though with the artisan gear even that isn't entirely true. But I'm talking about real differences that make CRP synthes require different skills and approaches to completing their recipes so that the play style between BSM and ALC would be like comparing Monk and Dragoon or Scholar and White Mage.
Yeah, I don't see that happening. But it would be super cool and welcomed if CRP synths were wildly different than GSM synths. And honestly it wouldn't be that hard to do. All CRP synths could be 70 durability instead of 80. And things like that.
Crafting too me, is like playing a game of solitaire, part of the fun is that solitaire is a game that sometimes you can't win. I don't think that's necessarily bad design. In fact, I'd argue most people like slot machines and gambling against uncertain odds. I'd also point out that a synth you can't win, is just a less than 30% chance of HQ. I've gone 38 steps without a good proc before and I still came out around 20+ %.
So unwinnable is still winnable. AND even if you do NQ... in the case of 3* 4* items you still make money. You just don't make as much money.
To be fair, the 100% HQ macro part only really happens when you either
>use HQ materials
>Severely overgear the craft.
It's just that right now, NQ items (esp the offhands) are worth less than the materials used to craft it since you can't realistically meet some of the requirements for 4 stars. Same deal when it comes to combat gear or accessories (kirimu coat comes to mind). ... At least on my server, NQ stuff barely sells for 300-500k (compared to a 2.4m HQ, and each sealant costs 200k on average) unless it's strictly for glamour.
We;re also at the point for most of the important 4 star crafts that you're still at the mercy of RNG even with HQ mats when possible, due to the diluted quality pool with the demimateria/sealants/etc. The amount of quality needed is so high that you can't strike a middle point when the bulk of the increase come from BB. It doesn't happen as often considering my current gear, I'd say its 1 out of 10 crafts on average.
Last edited by RiceisNice; 04-05-2015 at 05:48 AM.
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