The addition of "bad" procs is a really good idea. I'm not sure if it would be better to have them occur randomly or, to reduce the amount of RNG and promote more careful planning, they should occur after their corresponding "beneficial" proc (like how "Poor" always follows "Excellent" in normal crafts). I tend to think the the latter might be better. I also think they could leave the current procs as is but perhaps add the following:
- Rigid: Makes the CP cost of the next ability cost 1.5x as much
- Flimsy: Makes the Durability cost of the next ability cost 1.5x as much
- Misaligned: Reduces the chance of the next touch or synthesis ability hitting by 20% (this would apply even to touch/synthesis abilities that are normally 100% success rates)
- Poor: Reduces the quality of the next touch ability by 25%
I still believe that raising the collectability cap to something unattainable (e.g., 100,000 instead of 8,240) would promote a more skill-based approach. Also, perhaps make the durability for these 100 instead of 50 or 60 to see how far people can go and reward them heavily for making it into higher tiers (because each craft would take a lot more time to complete). For example:
Collectability: Skyward Points
0~7,500: 0
7,000~10,000: 200~300
10,001~13,000: 600~700
13,001~16,000: 1,400~1,500
16,001~19,000: 3,000~3,300
19,001~22,000: 6,600~7,000
etc.
As discussed on previous pages, this would work best if they limit the number of materials you are given at the outset so that anyone can compete. Instead of being partially a competition of "who has the time/resources/connections to obtain materials?", players would be given a finite number of materials to use for the 10 days, which they could work on at their own pace. To avoid wasting these materials on practice runs, they could use Trial Synthesis much like Feast players can do trial matches. Perhaps granting enough to make 100 crafts as others have suggested would work, although RNG would obviously play into this a bit more with a smaller number of crafts. The problem is that, as crafts take longer, you can't expect folks to craft too many of them or else it once again starts to become a competition of "who has more time." If one of these crafts took 10 minutes to complete, that would be 17 hours of crafting over 10 days for 100 crafts; 33 hours for 200 crafts; and 50 hours for 300 crafts. 100 crafts may be the sweet spot because it would really promote people to think and carefully craft each and every item (instead of the current approach which, for many, is throw it away and start over if the opener wasn't successful in order to churn out as many as possible).

Reply With Quote








