
Originally Posted by
Tohe-Spidhire
I am relatively new to the game. However, I have made effort to advance my DoW/M, DoL, and DoH in step, roughly keeping them within five skill levels. My DoL and DoH are about level 53, and I’m close to finishing the ARR MSQ.
For crafting, I have treated it as related to playing the market, looking for demand that was not being served, and determining price levels at which people were willing to buy, yet not so low that I would be discouraged from making the effort.
I have read through this thread, and I appreciate the comments, which help me to understand what is important later in the game. Though there are variable elements to crafting a given item, I agree that there shouldn’t be an arbitrary chance of failure because that is akin to a coin flip. Failure should come from risking the usage of inferior NQ components, or applying the wrong crafting actions.
That being said, in order for crafting to be challenging without the use of macros, crafting needs to be more of a mini-game, as opposed to a predictable sequence of actions. As we know, the number of actions is constrained by CP, and someone in this thread stated that item condition was also a factor (though it varies randomly).
My suggestion is to use HP like personal fatigue, which decreases to indicate how tired you are from working. This is not to say that you could die when your HP was exhausted, but that the crafting would fail. Visually, the HP bar would be discoloured to indicate the portion used up.
Consuming a potion would “top up” your HP, which is akin to drinking some tea or coffee. But potions have cooldowns, which means there is less ease of applying macros, since you might need to wait for your fatigue to recover. Or perhaps when consuming the potion, it does not immediately increase, but instead increases gradually based upon the potion quality.
Gameplay-wise, it would be ideal that CP, condition, and HP (fatigue) formed a trifecta, where careful adjustments to all three were necessary to obtain the HQ item. And through the course of crafting an item, the minigame mechanics were akin to rock-paper-scissors, where you must consider the correct response to maintain the trifecta.
Fundamentally, the point is to have game mechanics that have "juice," adding flavour and detail to the gameplay, keeping the player engaged with their activity.