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Thread: 100%? You FAIL!

  1. #11
    Player
    Zenaku's Avatar
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    Zenaku Yamada
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    Quote Originally Posted by LunaChild View Post
    Succeed or failed with 0 durability make big different to item flooding.
    unless you want it to be succeed for the sake of SP, I agree with that.

    If succeed with 0 DUR/100% and obtain items, I will say "No"
    If failed with 0 DUR/100% but gain 75~100% SP, I will say "Yes"
    How about you gain a % of item back from it? that be also nice
    (0)
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  2. #12
    Player
    LunaChild's Avatar
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    Belmont Blanc
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    Masamune
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    Warrior Lv 90
    Quote Originally Posted by Zenaku View Post
    How about you gain a % of item back from it? that be also nice
    That's nice for sure.
    But instead of regaining some materials back, it may be obtaining amount of scraps.
    The scraps can be traded for crafting materials such as Crystals, items that sold by guild's npc or even components(Nails, Dye, etc)
    Scraps may be divided into metal,wood,etc.

    It may cause inventory space problem but I think it would make crafting more fun if we can do various things with scraps.
    (0)

  3. #13
    Player
    Reika's Avatar
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    Reika Shadowheart
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    Armorer Lv 80
    Quote Originally Posted by LunaChild View Post
    That's nice for sure.
    But instead of regaining some materials back, it may be obtaining amount of scraps.
    The scraps can be traded for crafting materials such as Crystals, items that sold by guild's npc or even components(Nails, Dye, etc)
    Scraps may be divided into metal,wood,etc.

    It may cause inventory space problem but I think it would make crafting more fun if we can do various things with scraps.
    Ive gotten 0 dur on completion so many times... I think its programmed to get you those amounts often just to $^#& with you. But yea... 0 Dur is still broken . Would be nice if it turned back into mats at least. And I like this scraps for crystals idea too.
    (0)

  4. #14
    Player
    Zenaku's Avatar
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    Zenaku Yamada
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    Cactuar
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    Conjurer Lv 50
    Quote Originally Posted by LunaChild View Post
    That's nice for sure.
    But instead of regaining some materials back, it may be obtaining amount of scraps.
    The scraps can be traded for crafting materials such as Crystals, items that sold by guild's npc or even components(Nails, Dye, etc)
    Scraps may be divided into metal,wood,etc.

    It may cause inventory space problem but I think it would make crafting more fun if we can do various things with scraps.
    o.o that pretty cool even some mobs can drop it but wont that means that players would try and break there item for such scraps lol anyways it a nice idea none the less.
    (0)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  5. #15
    Player
    Akira's Avatar
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    Akira Torytomi
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    Balmung
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    or have it so if it gets 0/100 you get the items damaged already and have to repair it
    (1)
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  6. #16
    Player
    Catapult's Avatar
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    Thal Icebound
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    Ravana
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    Dancer Lv 100
    I can't see them giving us back our materials on a failed synth or anything like that. They're currently looking for ways to take gil, and by extrapolation items that can be traded for gil, out of the economy rather than keeping them in. Synthesis failing is one of the few item sinks available at the moment.

    If anything, I'd see them as being more likely to introduce an auto-fail mechanism in fatigue circumstances like gatherers have (which we of course wouldn't want btw).
    (0)

  7. #17
    Player
    Reika's Avatar
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    Reika Shadowheart
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    Durandal
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    Armorer Lv 80
    Quote Originally Posted by Catapult View Post
    I can't see them giving us back our materials on a failed synth or anything like that. They're currently looking for ways to take gil, and by extrapolation items that can be traded for gil, out of the economy rather than keeping them in. Synthesis failing is one of the few item sinks available at the moment.

    If anything, I'd see them as being more likely to introduce an auto-fail mechanism in fatigue circumstances like gatherers have (which we of course wouldn't want btw).
    If they did that, there would be a picket sign riot at SE's doors
    (0)

  8. #18
    Player
    AmyRae's Avatar
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    Character
    Amy Rae
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    Hyperion
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    Conjurer Lv 32
    The simple fix for this would be to have the display show 99% complete and 0 durability instead of 100% complete and 0 durability.
    (2)

  9. #19
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    I think I've got an idea..
    How about if we complete an item with 0% durability the outcome comes out as heavily damaged(as 0%) in case of equipment or as a -1 item in case of material or usable item..?

    An heavily damaged equipment needs fixing..
    A -1 material grants less default quality when using it to create an item..
    A -1 usable item would grant a diminished effects than normal..
    (4)

    Oh and it's "kai-neh", not "kain".. and it is feminine.. u.u

  10. #20
    Community Rep Bayohne's Avatar
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    I definitely understand the frustration that stems from this when it happens. However, from a design standpoint, when you reach 100% and your durability simultaneously hits zero there is no way to maintain the finished product, and the durability takes precedence. The best advice I can give is train, train, train so you can tackle those tough crafts without having an epic last minute struggle at the very end.
    (19)

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