Quote Originally Posted by CookiesNCreams View Post
I mean, choose. Would you prefer a endgame crafting system where even a 12 year old that screams “i F’d ur mom” on call of duty can HQ top endgame recipes? Or a system where there’s RNG, but when you complete a recipe, it feels rewarding.
I'd rather crafting was deterministic. I want what I do to dictate the quality and success of my crafting. So yeah, that 12-year old COULD craft under that system. And he can shout at the crafting bar while he's doing it.. whatever gets him going.

There's nothing rewarding about luck unless you're a gambler. Let me put that another way: You go to a casino, you place a bet on the roulette table. The wheel comes up and you're a winner! Was that because of anything you did? No. No it wasn't. You had zero influence over that wheel. You just got lucky that it matched your bet.

Now do I expect this to end up THAT random? I do not. But the principle is the same. When the success or failure of a crafting session is down to luck instead of the actions I choose to take, that's actually just bad design. Frankly, that feels MORE like a phone game since you brought it up.