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  1. #1
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    I do Like to have more control over how my crafting. I do like the fact that HQ items will increase modifiers (but hasn't its always sort of been that way) However i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased. Why go all the way through and grind as a crafter just to get to make higher lvl stuff. IF you think about it should mean you have prefected your craft to such a degree that making lower level items at HQ should be easier.
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  2. #2
    Player
    Geesus's Avatar
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    Aug 2011
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    Geesus Ravenheart
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    Hyperion
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    Lancer Lv 70
    Quote Originally Posted by Ramis View Post
    However i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased. Why go all the way through and grind as a crafter just to get to make higher lvl stuff. IF you think about it should mean you have prefected your craft to such a degree that making lower level items at HQ should be easier.
    I so agree with this. I wouldn't go as far as to say it's guaranteed to HQ but maybe something test wise. Similar to the proficiency tests you had to take when crafting in XI. Once you reach 50 X craft you take a test and prove you can create X items. Sort of like a "Master Craftsmen Leve". This would increase your base stat of HQ to let's say 30% at start with no HQ mats. Add HQ mats raise it to 65% from start. So rather than starting at 0% with no HQ mats you get 30% and 50% HQ mats to 65%.
    (2)

  3. #3
    Player
    Soukyuu's Avatar
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    Mar 2011
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    Crim Soukyuu
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    Ragnarok
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    Quote Originally Posted by NoctisUmbra View Post
    Except, a Quality of 800-1000 doesn't translate to 80-100%, but rather 50-100%.
    Doesn't really matter since
    Actual figures are still under development. They may be adjusted or changed depending on feedback.
    My post was intended as said feedback. Did you really have to nitpick on that one? -.-

    Quote Originally Posted by Ramis View Post
    However i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased.
    Agreed, though it shouldn't be too high of an increase, else the market will be flooded with HQ items, making NQ items completely worthless.
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  4. #4
    Player
    Geesus's Avatar
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    Geesus Ravenheart
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    Quote Originally Posted by Soukyuu View Post
    Agreed, though it shouldn't be too high of an increase, else the market will be flooded with HQ items, making NQ items completely worthless.
    THIS ^



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  5. #5
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    Noctis Umbra
    World
    Excalibur
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    Quote Originally Posted by Soukyuu View Post
    Doesn't really matter since My post was intended as said feedback. Did you really have to nitpick on that one? -.-
    I wasn't nitpicking, but rather pointing out that their idea behind this system is conceptually different from your suggestion of keeping it as a unified HQ% value. A Quality of 300-600 results in a 0-10% chance of HQ, while 800-1000 results in a 50-100% chance. It's clear here that the correlation between Quality and % chance to HQ is not a linear one. This isn't an intentionally redundant design, but one done on purpose. The higher the value of Quality gets, the tougher it becomes to achieve it - and thus the more it influences HQ rate per point of Quality.

    Quote Originally Posted by Ramis View Post
    I do Like to have more control over how my crafting. I do like the fact that HQ items will increase modifiers (but hasn't its always sort of been that way) However i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased. Why go all the way through and grind as a crafter just to get to make higher lvl stuff. IF you think about it should mean you have prefected your craft to such a degree that making lower level items at HQ should be easier.
    This has pretty much always existed - but the problem was lack of control over HQ rate. No matter how high a Quality you achieved, the rate of HQ was dismal. Now that very high values of Quality will in fact produce HQ rates near or even at 100%, there doesn't need to be any bonus to HQ rate. Lower level recipes will be much easier to achieve very high values of Quality on.

    You'll have to worry a lot of about success rate and durability on recipes at or above your craft level, but recipes well below your level can generally be completed even via spamming Careful Synthesis only and focusing on Quality. Thus lower recipes will be much easier to HQ, as part of this system, based on what they're shared.
    (1)

  6. #6
    Player
    Soukyuu's Avatar
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    Crim Soukyuu
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    Ragnarok
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    Quote Originally Posted by NoctisUmbra View Post
    I wasn't nitpicking, but rather pointing out that their idea behind this system is conceptually different from your suggestion of keeping it as a unified HQ% value. A Quality of 300-600 results in a 0-10% chance of HQ, while 800-1000 results in a 50-100% chance. It's clear here that the correlation between Quality and % chance to HQ is not a linear one. This isn't an intentionally redundant design, but one done on purpose. The higher the value of Quality gets, the tougher it becomes to achieve it - and thus the more it influences HQ rate per point of Quality.
    They can still do the same, just scaling it down to 0-100. The only thing I didn't like is the huge maximal quality, I wasn't suggesting them to change it to a linear curve, it's actually good it's not linear.

    They have been adding more and more to the UI recently (micro menu is anything but micro by now), they should try to reduce clutter, not add yet another variable on that is displayed. I just don't see a reason to see the quality if you can see your HQ percent anyway. Or vice versa.

    Also, sorry for overreacting, I'm still too used to the people in the general trolling section.
    (1)

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  7. #7
    Player
    Davorok's Avatar
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    Mar 2011
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    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by Ramis View Post
    ... i would like to see added that if i am a lvl 50 GSM that if i make a lvl 11 Item that the % of me making a HQ item is increased.... IF you think about it should mean you have prefected your craft to such a degree that making lower level items at HQ should be easier.

    I disagree with this premise because we all know that Level does not equal Skill. Even a high level crafter is still limited by the materials used. However, if the Devs want to introduce a High Level Ability that increases the chances of making an HQ piece from NQ mats/items, I am ok with that. Results should be based on actual skill (which abilities to use & when), not simply on Level.

    Same goes for DoW/M also. A lvl 50 does not get a better drop (HQ?) from a lvl 11 mob just because of the level difference , they simply kill it faster, but if they want to introduce a "Treasure Hunter" Ability that increases the chance of HQ drops, that is fine.

    DoL sorta already has theses abilities but could also benefit from a simpler more unified process. The randomness of which abilities are available is pretty funky. I want to choose which abilities to use and when. ("Fingerprints of the Gods" I am looking at you).

    Also keep in mind that they might inroduce DoH/L materia that increases your HQ crafting/gathering abilities and/or percentages.
    (0)

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