double down at 20~40% seems to work better for me than double down 70~90%. at 80% it usualy auto hq's so i agree it sucks even tho i get benifit from it.
double down at 20~40% seems to work better for me than double down 70~90%. at 80% it usualy auto hq's so i agree it sucks even tho i get benifit from it.
Well that's not entirely true. It's all RNG. You can get 99% and still have to double down and then you can fail that double down same as you can get 1% and HQ first try.
It's such a shame that rare, valuable gear is so hard to come by, isn't it.
lol i agree with your point. It's best it remains hard, harder to get. If everything was easy......
either way now a days It feels really easy to HQ compared to old. I have been very successful with HQ rates and melds.
Well, no one here really said it should be easy. But yeah, loads easier and better than the old system. But still pretty crap is what I'm saying. Btw, grats on your luck, I don't have any.
Even more of a shame that HQ gear in this game is not game breaking...at all. heh.
Also I know there is a quote of Yoshi saying if you have all HQ materials then you are guaranteed HQ...however that is not true...so I don't really understand what SE is talking about...
This is what upsets me the most. The bar for 100% chance is so high you'd have to have several high level crafts for the right abilities most of which might not be for your main craft(s). And even then if you get unlucky and get too many fails you still won't get 100% and if you get unlucky with elemental instabilities it's game over.
I should be rewarded for my hard work not spit in the face by RNG.
Derp.
Last edited by AmyNeudaiz; 07-15-2012 at 05:27 PM.
Why we have the HQ system as it is?
There needs to be a way to keep HQ items 'rarer' than NQ items. A mechanism to ensure that the market is not flooded with HQ items to the point that it is as affordable as NQ items (therefore negating the value of NQ items).
This can NOT be done with skills: People will simply be able to level up and get the right skills to always guarantee 100%.
This can NOT be done with 'skill': People will watch videos or read instructions on right steps to always guarantee 100%.
What other restricting factors are there? Luck and Time. (There are others, but upon investigation they will most likely have a root of 'skill/skills' or 'luck/time').
Luck: This is what we have now. Not very popular. Who wants to play the lottery all the time?
Time: This is what we have now. Yes... it is. Because probability tells us that even if you are only lucky 20% each time, over time, you will succeed.
So upon closer inspection. It's not so much a battle of luck or fighting the evil RNG monster. It's a battle against time! And unless you are from Gallifrey, you can not win this battle.
For whatever reason, SE has decided to handle the mechanic of 'time' via the RNG. This is not exclusive to crafting, but is very apparent in.. well, everything else in the land of Eorzea. Do enough primals (spend time) and the RNG will spin often enough that you will get the drop. Do enough Dungeons (spend time) and the chest RNG will spin often enough that you will get the drop. Etc... etc.
Being as this is an MMORPG and 'Time Sink' is the way to keep people, it is a 'needed' mechanic. So the real question is:
Is there a better way to feed the Time Sink other than a RNG?
I'm sure there is. And I would love to hear suggestions on time-sink mechanics other than RNG. Especially those that can be applicable to Crafting.
Thank you.
And this is where I break off from agreeing with you. The fact of the matter is that HQ is not that much better than NQ so it doesn't really justify being so frustrating. Also, your "flooded with HQ" to the point to that HQ is the same price as NQ isn't true and if even took a basic economy class in high school you'd understand why.Why we have the HQ system as it is?
There needs to be a way to keep HQ items 'rarer' than NQ items. A mechanism to ensure that the market is not flooded with HQ items to the point that it is as affordable as NQ items (therefore negating the value of NQ items).
This can NOT be done with skills: People will simply be able to level up and get the right skills to always guarantee 100%.
This can NOT be done with 'skill': People will watch videos or read instructions on right steps to always guarantee 100%.
What other restricting factors are there? Luck and Time. (There are others, but upon investigation they will most likely have a root of 'skill/skills' or 'luck/time').
Luck: This is what we have now. Not very popular. Who wants to play the lottery all the time?
Time: This is what we have now. Yes... it is. Because probability tells us that even if you are only lucky 20% each time, over time, you will succeed.
So upon closer inspection. It's not so much a battle of luck or fighting the evil RNG monster. It's a battle against time! And unless you are from Gallifrey, you can not win this battle.
For whatever reason, SE has decided to handle the mechanic of 'time' via the RNG. This is not exclusive to crafting, but is very apparent in.. well, everything else in the land of Eorzea. Do enough primals (spend time) and the RNG will spin often enough that you will get the drop. Do enough Dungeons (spend time) and the chest RNG will spin often enough that you will get the drop. Etc... etc.
Being as this is an MMORPG and 'Time Sink' is the way to keep people, it is a 'needed' mechanic. So the real question is:
Is there a better way to feed the Time Sink other than a RNG?
I'm sure there is. And I would love to hear suggestions on time-sink mechanics other than RNG. Especially those that can be applicable to Crafting.
Thank you.
That quote was an Idea he had for the hq system, he didn't state it would be that way.
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