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  1. #35
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,877
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalise View Post
    I was just thinking...

    What if crafting became about our skills forcing conditions rather than RNG hoping we happen to get Good/Excellent proc?

    Like if we had stuff like "Condition becomes Good/Excellent after X steps" with X being a value that scales down with our crafting skills (Rather than up to ridiculous levels as with Makers Mark) potentially with caveats (Such as the Excellent variant having reduced action success while working towards it) as well as skills that can take additional steps off the value (Sort of like the reverse of how we buff the stacks of Inner Quiet)?

    So as to reduce RNG but still keep gearing up as a way to improve crafting capabilities (Also, make us not end up having to Makers Mark for 200+ steps in future content >.>)
    Probably going to sound like a stupid question, but... why have RNG at all? Are there decisions that truly can only be triggered through RNG, no matter what design changes were made to the crafting skill arsenal itself?

    As for the final craft, make it such that it quality must reach X to HQ; otherwise, it NQs -- that's it. Each component before that final product (i.e. initial and intermediate steps) retains its exact quality and durability going into forward, using dedicated crafting storage for that express purpose (and, ofc, the big of inventory QoL), and you're free to remake those parts as many times as you like (to a maximum of X in the dedicated storage before the worst is simplified into merely NQ or HQ). Allow for more crafting of components on the way up, with more control and a more vivid sense of difficulty.
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    Last edited by Shurrikhan; 03-14-2019 at 12:29 PM.