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  1. #11
    Player
    urhryu's Avatar
    Join Date
    Mar 2011
    Posts
    81
    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50
    I personally don't need any improvement of making HQ easier.
    I just need the HQ stats to be worth crafting for.
    There is no sense of accomplishment when you see everyone running around with HQ gears...

    I don't even mind if HQ is make harder to get provided the stats improvement is worth it compared to current stats.
    (0)

  2. #12
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    295
    We don't need easier HQ. The rate is fine the way it is now. If you mean all HQ material = HQ finished item or part, then that's very welcome.
    Other than that, keep the current rate.
    Just to be fair they NERFED HQ HARDCORE when 1.20 was released. After 1.19 I could HQ nearly 50% of the time with really good materia'd gear going for max touchups then 1.20 and now its very very hard to HQ. I just want to see a noticable bonus to my HQ rate when I equip the best gear. I should be encouraged to wear the proper gear not just for a little bump in success but also for HQ hope this is incorporated in to the changes.
    (0)
    Quote Originally Posted by KingZeus View Post
    on Rabanastre, we play naked IRL

  3. #13
    Player
    Abauge_Goga's Avatar
    Join Date
    May 2011
    Location
    Ontario, Canada
    Posts
    189
    Character
    Abauge Decebalus
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by BruceyBruceyBangBang View Post
    We don't need easier HQ. The rate is fine the way it is now. If you mean all HQ material = HQ finished item or part, then that's very welcome.

    Other than that, keep the current rate.
    The rate is fine, however, it is completelly RANDOM.

    It makes no sense to HQ the same recipe with NQ materials with overall 35 Quality and get a NQ product with 500+ quality.

    That is what they need to fix. If you take the time to farm HQ mats and craft more HQ mats out of them (which is random again) then you should be rewarded with a damn HQ final product.

    Fix it SE, thanks.
    (3)

  4. #14
    Player
    urhryu's Avatar
    Join Date
    Mar 2011
    Posts
    81
    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50
    To be frank, if HQ mats guarantee HQ product. Soon, you will see lot's of HQ around soon. Nothing special.
    But that is just me.
    (0)

  5. #15
    Player
    Lerend's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    59
    Character
    Mindari Dalir
    World
    Ultros
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by urhryu View Post
    To be frank, if HQ mats guarantee HQ product. Soon, you will see lot's of HQ around soon. Nothing special.
    But that is just me.
    Honestly, with the way the materia system works we'll NEED more HQ product in the market. It was fine in XI that HQs were super rare because once one was created, it only left the market if someone either quit the game and took it with them, or someone was banned with it. In order to keep them scarce, the number of them available had to be kept low via the crafting mechanics.

    However, FFXIV has the materia system, where min/max-ers and endgame players are constantly blowing up 30+ items while hoping for a double meld. So yes, there will be a lot more HQ results floating around, but its the double+ melded HQs that fill that "special" role, as the majority of the base HQs are going to wind up exploding during melds anyway. It just makes sense from a risk vs reward vs unmeldable U/U balance standpoint to make the HQs easier to create because we're going to blow most of them up and immediately take them out of the market anyway. Double Meld HQ > U/U > Single Meld HQ ~= Double Meld Normal > Single Meld Normal seems like a pretty solid hierarchy of gear quality to me.
    (2)

  6. #16
    Player
    Ushug's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    85
    Character
    Shari Sai
    World
    Ragnarok
    Main Class
    Archer Lv 60
    dont make it easier, just make it clear and worthwile to aim for
    (0)

  7. #17
    Player
    urhryu's Avatar
    Join Date
    Mar 2011
    Posts
    81
    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Lerend View Post
    Honestly, with the way the materia system works we'll NEED more HQ product in the market. It was fine in XI that HQs were super rare because once one was created, it only left the market if someone either quit the game and took it with them, or someone was banned with it. In order to keep them scarce, the number of them available had to be kept low via the crafting mechanics.

    However, FFXIV has the materia system, where min/max-ers and endgame players are constantly blowing up 30+ items while hoping for a double meld. So yes, there will be a lot more HQ results floating around, but its the double+ melded HQs that fill that "special" role, as the majority of the base HQs are going to wind up exploding during melds anyway. It just makes sense from a risk vs reward vs unmeldable U/U balance standpoint to make the HQs easier to create because we're going to blow most of them up and immediately take them out of the market anyway. Double Meld HQ > U/U > Single Meld HQ ~= Double Meld Normal > Single Meld Normal seems like a pretty solid hierarchy of gear quality to me.
    Said it's just me, I prefer harder HQ (scarce) and double/triple meld (even harder).
    If HQ is going to have better stats after patch 1.21 compared to the current broken one, then it should be harder or at least keep it the same as before, which makes more sense to me.

    Unless we are talking about easier HQ final product with all HQ mats, but the HQ mats should be hard to procure, probably harder than current one. Those HQ mats that can be farmed are not consider hard imo.
    (0)

  8. #18
    Player
    Cthulhu's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    199
    Character
    Cthulhu Theeldar
    World
    Excalibur
    Main Class
    Archer Lv 50
    I don't know if we want to see HQ mats = hq product. However I would like to see a much better correlation between 100+ quality when finished with a synth and well a HQ result. Using HQ mats would be the best way of getting that quality number up because you start with more durability.
    (0)
    Quote Originally Posted by Cthulhu View Post
    What is best in life?
    Quote Originally Posted by Fernehalwes View Post
    To crush our enemies, see them driven before us, and hear the lamentations of their women.

  9. #19
    Player
    zzapp's Avatar
    Join Date
    Mar 2011
    Posts
    355
    Character
    Eli Storm
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Anyone who has sunk considerable amount of time into crafting knows the current system is just plain garbage. The RNG in the coding is a cruel joke:

    - Crafting stats and compentency are, for the most part. ignored. I can achieve the same level of success with no crafting gear or SB gear as I can with my crafting gear.

    - HQ results totally random. Quality 400, quality 400, quality 400 = 3 NQ. Quality 30 = HQ

    - Totally broken abilities. I fail more often with abilities such as Greater Calling than I do with no abilities at all.

    - A system designed to periodically go into what I call a 'rage mode' where all of a sudden you fail 6-8 attempts in a row, no matter what.

    - A system that's designed with a higher failure rate, first attempt, on any of the new, meaningful 50+ recipes. I bet first attempt fails run near 70%, which is a lousy coding cop-out to limit HQ synths.

    - A system that has zero regard for melding success, as it relates to crafting competency and gear.

    - etc. etc.

    I'm happy that SE is finally getting around to addressing this, since crafting is such a very large part of this game. I am concerned, however, where some of the changes seem to be going. For example, if HQ is solely going to be based on raw materials content, with no consideration given to compentency (read that level) and gear, imo, that's just not right. Specifically, if a level 35 crafter can HQ a level 40 recipe with the same success rate as a level 50, then I take issue with that.

    I'm of the silly notion that success rate for basic NQ synths, HQ, melding, etc. should be very much affected by competency and gear, and while I clearly understand there is some need for RNG in the coding, until there is a direct relationship with this in the coding, crafting will continue to be a broken POS.
    (1)

  10. #20
    Player
    Onizuka's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa, of course!
    Posts
    323
    Character
    Cloudio Onizuka
    World
    Aegis
    Main Class
    Fisher Lv 100

    Update on New HQ mechanics

    Quote Originally Posted by Onizuka View Post
    Tiger Girl, if possible could you give me a confirmation if what you mean with this:

    Quote Originally Posted by Rukkirii View Post
    the rate in which finished goods result in HQ
    ...is what Yoshida-san talked about last August after that looong analysis of mine (in this Topic here there're all the links) where I ultimately requested to have a system that rewards for your hard efforts in gathering HQ materials, ensuring the HQ result?

    Quote Originally Posted by Naoki_Yoshida
    We are planning on implementing the HQ revamp in patch 1.20.
    Until Patch 1.20 is released, the current specs for HQ items will be used. Also, in the new specs, HQ items will only be created if every ingredient used is HQ. We want to make sure that you will not experience a sense of futility when your synthesized item turns into NQ at the last moment.
    Is the “Work hard to get HQ materials and you will get a guaranteed HQ result” still confirmed?
    That was the feature I was awaiting for the most in patch 1.20, but since it was postponed I'm really looking forward to it in 1.21. Also, it'll lessen a lot my inventory space, with all the old +3 materials I've saved up.

    Thanks if you can confirm it.

    Cloudio Onizuka, Tiger Mask no.1 fan
    So, today was posted an update on the HQ mechanics, and I'm not sure I fully understood it. Therefore, I'd like to ask some clarifications, if possible:
    • The percentage of HQ odds will be displayed during the whole synthesis process, increasing as the Quality increases, or only at the beginning or end of the synthesis?

    • So... If I use all HQ materials, my starting Quality will be around 500 and if I've the crafter's equipment and use the abilities, it might increase by 300-600 points while I'm crafting.
      But how will this work exactly? Yes, of course, I don't have to craft naked , but how will the abilities need to be used? At my level, I only use 4 abilties. After 1.21, will I have to equip more of them and the more I use during synthesis, the more the Quality increases?

    Also, since it's written:

    Actual figures are still under development. They may be adjusted or changed depending on feedback.
    I'd like to give my feedback on this.
    If I use HQ materials and the Final Quality will be between 800–1.000, my odds of producing an HQ result will be between 50-100%, but if I use NQ materials the Final Quality will be between 300–600, granting odds of producing HQ between 0-10%.
    Hmm... Something seems strange on this. Between 600 and 800 there're only 200 points of difference, so how is it possible that the odds might increase from 10% to 50%? Either you should lower the max Final Quality for Finished Items created using NQ materials, or increase the one for Finished Items done using HQ materials.
    I'd also like to know how to exactly increase my odds to 100% and if it really depends on how many abilities I'll use.

    I don't know if I misread something (I get confused when there're so many values), but it doesn't seem like if I use all HQ materials I'll be sure to get an HQ result, as originally stated. Actually (always if I understood correctly, please correct me in case), I might as well end up with a NQ item after using HQ ingredients, and there'll be a slim chance that if I Touch Up I'll lose the item as well.
    I don't understand this, too:

    On a touch-up attempt, the odds of successfully producing an HQ item will be half of those on the initial attempt.
    What initial attempt is this referring to?


    Again, I'm only trying to understand more.
    Asking for a demonstrative video would be too much, so thanks reps if some further clarifications could be provided.
    (0)

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