well I think that will be the main focus on the next patch....getting the HQ mats and succeeding on the synth....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.
Aion Zwei - Masamune
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.
http://crystalknights.guildwork.com/
IF they implement system that the stats of finished HQ gear will varies/or they gear will get more bonus attribute DEPENDS on the quality, what do you think?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.
Aion Zwei - Masamune
Indeed, all they did was make the one exciting part of the crafting boring.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.
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.
@ 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.
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.@ 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 do like your idea during the leveling of a craft though and believe it has its merits for sure.
http://crystalknights.guildwork.com/
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.@ 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.
Though it would hinder gathering classes and then market prices of materials would probably go up.
Just a thought though.
I think that you are pointing out a valid issue with the proposed 100% chance to HQ finished items method proposed for patch 1.20, IF the current recipes are retained.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.
The problem has two solutions. Change the HQ process, or change the rank of the synthesis that makes the ingredient. Personally, I think that having a component (that is a rank 12 synth) for a rank 49 recipe synth is just is broken as having a component (that is a rank 40 synth) for a rank 15 recipe synth. It's just broken in the opposite direction.
The devs' current thinking along this line appears to be in this direction:
Text bolded for emphasis. I think that this means that the synths to create the ingredients for finished gear will have ranks close to the finish synth itself. The cobalt sabaton recipe looked like it was built that way.
- Revisions to Materials and Intermediary Materials
While there are numerous types of materials and parts in existence, low market demand has resulted in shortages for a large number of items. In addressing this problem, we will gradually do away with intermediate materials that find little use, leaving only those that are central to synthesis. At the same time, we will narrow the gap between the requirements to equip and synthesize gear (across all steps).
i agree with you, but if we go by the given synths showed for example the cobalt sabatons. in the cobalts all the parts themselves off the sabatons was replaced with cobalt ingots correct? using logic what would the parts on the r48 iron sabatons be replaced with? iron ingots. that's the reason i used iron ingots in my example.I think that you are pointing out a valid issue with the proposed 100% chance to HQ finished items method proposed for patch 1.20, IF the current recipes are retained.
The problem has two solutions. Change the HQ process, or change the rank of the synthesis that makes the ingredient. Personally, I think that having a component (that is a rank 12 synth) for a rank 49 recipe synth is just is broken as having a component (that is a rank 40 synth) for a rank 15 recipe synth. It's just broken in the opposite direction.
The devs' current thinking along this line appears to be in this direction:
Text bolded for emphasis. I think that this means that the synths to create the ingredients for finished gear will have ranks close to the finish synth itself. The cobalt sabaton recipe looked like it was built that way.
it would take massive changes to each and every synth and the level for each and every item that is produced to have a more skillful way of crafting. i just don't see them putting that much time into downgrading the process to take the time for each and every item in the game.
personally i don't mind the rank 12 synth in a r50 recipe because of the fact you still have to take the time to get the hq part. i don't like the r40 synth in a r12 recipe because the crafter making the item should have the ability to make the parts for the item. if it's for another craft and they don't have it leveled then it should be close to their level so they can make a trade with a crafter on that other skill and both parties feel like they got something out of the deal.
i just feel the biggest issue people have is the luck factor being completely overbearing and i don't see anything in these changes that gets rid of that problem without giving another problem in its place. for example afterwards, if we are making iron ingots they said hq versions would be harder to get, will you still get 700 quality nq ingots? if not then it removes part of the issue, but by making the hardest part the individual low level synths the overall time is just easier.
i just would love to see a system put in place(like i posted earlier) that rewards people for high quality and putting effort into the crafting process. it's funny though on that post in that i have posted it a few times in the past few months and nobody ever comments on what is good or bad with the system i mentioned so i haven't been able to update it to where more people liked it.
http://crystalknights.guildwork.com/
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.