I agree, RNG sucks. The number of times I've had crafts NQ when the quality was 98% almost made me stop crafting altogether.Umm, please no. I love how relaxing crafting is right now and I do NOT find RNG crafting rewarding.
I do not feel good when I lose like a million Gil worth mats to RNG when there is nothing I could have done skill or knowledge wise to prevent it.
It actually would make me really frustrated.
You aren't a better crafter when you get HQ craft from RNG. All you're doing is gambling.
Gamers don't die, we just go AFK
#ottergate
I notice a few posts in the thread about "making crafting difficult is bad" or "I like crafting to be easy" or "leveling crafting is hard enough". Speaking about crafting as an overall.
What I believe hardcore crafters want is simply a little challenge at endgame, a few crafts that feel satisfying and test you, after all those hours of grind and leveling and gathering and melds and climbing to the top. It doesn't have to be riddled with rng. Leveling doesn't have to change. Heck, current lv80 crafts don't even need to change much. But 2-4 star best-in-the-game crafts shouldn't be something you can faceroll out in a days gathering with cheap melds, cheap food and NQ mats.
We'd like just a small handful of crafts to demand you really meld, work to gather your mats and better have your rotations right. Something you can feel a little pride in having made.
We don't want to make Satasha hardcore, make the MSQ super hard, make normal trials into EX. We just want the option of a Savage, everything below it is fine.
Last edited by Liam_Harper; 07-29-2019 at 11:51 PM.
What they need to do, is have a skill handicap for each masterbook recipe.
One recipe you can't use steady hand. Find an alternative skillset such as observe > Focused touch/synth
Another one you can't use manipulation. Use an alternative such as master's mend
Another one you can't use comfort zone. Alternative will be trick's of the trade.
Basically something that makes you approach each recipe differently. Didn't the Ixal beast tribes have some sort of handicap? Can't remember if it was skill or stat...
Let the progression crafting be as easy as is so that people can train their skills and level crafters.
I feel this will cater to all types of crafters.
What I believe hardcore crafters want is simply a little challenge at endgame, a few crafts that feel satisfying and test you, after all those hours of grind and leveling and gathering and melds and climbing to the top.
...
We'd like just a small handful of crafts to demand you really meld, work to gather your mats and better have your rotations right. Something you can feel a little pride in having made.Both sound ideas, but because of the crafter population who can make these vs the demand, would you feel that these could be healthy compromises:What they need to do, is have a skill handicap for each masterbook recipe.
One recipe you can't use steady hand. Find an alternative skillset such as observe > Focused touch/synth
Another one you can't use manipulation. Use an alternative such as master's mend
Another one you can't use comfort zone. Alternative will be trick's of the trade.
Basically something that makes you approach each recipe differently. Didn't the Ixal beast tribes have some sort of handicap? Can't remember if it was skill or stat...
Let the progression crafting be as easy as is so that people can train their skills and level crafters.
- In order to buy a mastercraft book, you need to do a craft challenge
and / or
- The initial craft of each master item will have a challenge applied to it, after your first successful HQ craft, it becomes a basic craft we're used to. Anyone can NQ them, but in order to unlock the HQ variant, you need to beat the challenge.
We had this in ARR, and they were terrible.Both sound ideas, but because of the crafter population who can make these vs the demand, would you feel that these could be healthy compromises:
- In order to buy a mastercraft book, you need to do a craft challenge
and / or
- The initial craft of each master item will have a challenge applied to it, after your first successful HQ craft, it becomes a basic craft we're used to. Anyone can NQ them, but in order to unlock the HQ variant, you need to beat the challenge.
You don't have a "crafting rotation to get right" as long as you can look it up on the web and macro it. What you describe is not challenging at all. Merely time intense.
BORING!
I never felt pride in having dealt with a time based grind in any video game, there is nothing to be proud about that.
Quite the contrary: I typically felt stupid for putting up with it, esp if the DEVs nerf it to hell 3 months later.
the new two star recipes require a bit of work, no single button macros here.
|
![]() |
![]() |
![]() |
|
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.