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  1. #1
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    the only thing that really does not make sense to me is the hq on an item. the one thing i would really love to see changed is instead of hq materials adding anything to the quality it goes directly to the durability. it would give a hard number to strive for for getting a hq item.

    say for example hitting 150 quality would be a hq+1, 250 would be a hq+2, and 350 would be a hq+3. by starting out at 0 quality on each synth would make using bold and your special abilities worthwhile when trying to hq the item you are creating. that would actually make hq part of learning your skill not blind luck by crafting during only the full moon for a hq. it's horrible to sit and craft doing 350+ quality repeatedly to get no hq, but yet get a hq while hasty handing or standard bashing.

    if they want some randomness once you hit your hard number for the hq you receive a percentage chance of the next level hq hq during the touch up stage. in other words you didn't get 250 so you don't get the sure +2, but with touch ups you have a chance at that hq and if not at least you got the +1 from the craft.

    to me a hq(high quality) means the crafter spent time and effort not only to create your item but went above and beyond to give you an exquisite piece of gear not a random luck of the draw. i use going directly to durability instead of quality because if you give an inexperienced goldsmith with no training a piece of pure gold what would you think is more likely they do with it. would they make a multi million dollar ring with inlays and designs or a chunk of gold that had been partially burned and somewhat melted?
    (0)


    http://crystalknights.guildwork.com/

  2. #2
    Player
    Raijin's Avatar
    Join Date
    Mar 2011
    Location
    limsa-lominsa
    Posts
    58
    Character
    Lady Morganna
    World
    Hyperion
    Main Class
    Thaumaturge Lv 20
    Quote Originally Posted by darkstarpoet1 View Post
    the only thing that really does not make sense to me is the hq on an item. the one thing i would really love to see changed is instead of hq materials adding anything to the quality it goes directly to the durability. it would give a hard number to strive for for getting a hq item.

    say for example hitting 150 quality would be a hq+1, 250 would be a hq+2, and 350 would be a hq+3. by starting out at 0 quality on each synth would make using bold and your special abilities worthwhile when trying to hq the item you are creating. that would actually make hq part of learning your skill not blind luck by crafting during only the full moon for a hq. it's horrible to sit and craft doing 350+ quality repeatedly to get no hq, but yet get a hq while hasty handing or standard bashing.

    if they want some randomness once you hit your hard number for the hq you receive a percentage chance of the next level hq hq during the touch up stage. in other words you didn't get 250 so you don't get the sure +2, but with touch ups you have a chance at that hq and if not at least you got the +1 from the craft.

    to me a hq(high quality) means the crafter spent time and effort not only to create your item but went above and beyond to give you an exquisite piece of gear not a random luck of the draw. i use going directly to durability instead of quality because if you give an inexperienced goldsmith with no training a piece of pure gold what would you think is more likely they do with it. would they make a multi million dollar ring with inlays and designs or a chunk of gold that had been partially burned and somewhat melted?
    for this to happend they would have to change the coeffiencients in whcih you gain aetherial sparking and the degree of success/fail in both bold and rapid. that is not an issue

    the real issue is that there has to always be a degree of uncertainty in HQ items, because if it doesnt exist, then HQ would be the new NQ.

    I agree with you that the material HQ rate is bull and they should at least add touch up to try and fix that. however if you look at it closely, most materials are nto in a 1 to 1 ratio, most are in an 1 to 12 ratio, which is probably taken into account when you attempt to make HQ 3.

    In order to increase HQ rate for materials they would have to decrease the output of said material, making crafting harder by reducing the circulating products.

    All of the above constitute a BIG change on how the system works and its mechanics. I cant really say if its good or bad, but theres a proposal out in the table.
    (0)

  3. #3
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Raijin View Post
    for this to happend they would have to change the coeffiencients in whcih you gain aetherial sparking and the degree of success/fail in both bold and rapid. that is not an issue

    the real issue is that there has to always be a degree of uncertainty in HQ items, because if it doesnt exist, then HQ would be the new NQ.

    I agree with you that the material HQ rate is bull and they should at least add touch up to try and fix that. however if you look at it closely, most materials are nto in a 1 to 1 ratio, most are in an 1 to 12 ratio, which is probably taken into account when you attempt to make HQ 3.

    In order to increase HQ rate for materials they would have to decrease the output of said material, making crafting harder by reducing the circulating products.

    All of the above constitute a BIG change on how the system works and its mechanics. I cant really say if its good or bad, but theres a proposal out in the table.
    i see why you say the hq would become the new nq if all crafters were even and every one of them had the same skills abilities and effort put into the craft, but wouldn't it also make it more of a skill than pure luck does?

    i was looking more at right now if i use all +3 mats i start off with high quality and high durability therefore standard bashing is still the best method to finish the item then just multiple touch ups for chance at a hq. by using the suggested method, yes, you would start off with high durability, but at 0 quality. this would make the crafter decide where to stop using bold and where to begin with finishing to get the touch ups. it would make it a skill to get a hq item not pure luck of the draw. it would make the crafting aspect of the game more engaging in my own opinion. i think that would help solve some of the issues, but not all of them of course.

    that would make it to where if i got a +3 piece of equipment someone would say who did this or how did you get that? you could be proud of your craft not just hoping for dumb luck to grace that piece of gear you made. it would also give the people that actually spent the time to craft and learn the abilities and what they do an advantage over the people that botted their way to 50 by actually allowing skill to play some role in the game for a change.
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    http://crystalknights.guildwork.com/

  4. #4
    Player
    Joe_Cool's Avatar
    Join Date
    Mar 2011
    Posts
    115
    Character
    Jojo Cool
    World
    Hyperion
    Main Class
    Conjurer Lv 15
    Quote Originally Posted by rekijitsu View Post
    Does Anyone Think Crafting is Too Slow?
    If they sped up the crafting process, they should decrease the SP gain.

    Yeah it takes longer to craft and gather but there are reasons why. One of them being that crafters and gatherers can make gil much faster than a melee/war job/class.

    Another is that the longer it takes to rank up crafting and gathering, the more "supplies" you will see being sold. And this helps many other players, the economy, and the availability of that item you may need.
    (0)
    Last edited by Joe_Cool; 05-17-2011 at 11:24 PM.

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    89
    Good thing this is a game cause i would say its way to fast considering making one armor should take a couple of days.
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  6. #6
    Player

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    Mar 2011
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    Limsa Lominsa
    Posts
    296
    I love the complexity of the recipes, and the multiple stages to achieve a finished product.
    However, one-click synthesis ( as per XI ) has been replaced by a tedious multi-click process, which I enjoyed at first but quickly became bored with ( it being an exercise in waiting for maker's muse to turn up on the menu ).

    However, has any other MMO even attempted to make crafting more interactive/fun? Gotta give them credit for trying.
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  7. #7
    Player
    rekijitsu's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Rekijitsu Taiyou
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Lerris View Post
    I love the complexity of the recipes, and the multiple stages to achieve a finished product.
    However, one-click synthesis ( as per XI ) has been replaced by a tedious multi-click process, which I enjoyed at first but quickly became bored with ( it being an exercise in waiting for maker's muse to turn up on the menu ).

    However, has any other MMO even attempted to make crafting more interactive/fun? Gotta give them credit for trying.
    That's pretty much my take on it. They tried, and it actually IS good if you are working toward an HQ synth or a hard recipe. It can be fun, and as someone hinted at, it's about 99% repetition and 1% nailbiting.

    That being said, I think they would just be best off keeping the system as-is, but rewarding more challenging synths to keep it at least more interesting than creating the same item over and over. It also would help to keep the market diverse, I know I can't find a lot of items on the Markets, but at times see up to 20 of a certain item because it was the easiest to level off of. If there were an incentive, perhaps to speed up your crafting leveling, to try diverse crafts, that would be nice, I think.
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  8. #8
    Player
    rekijitsu's Avatar
    Join Date
    Mar 2011
    Posts
    45
    Character
    Rekijitsu Taiyou
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Joe_Cool View Post
    If they sped up the crafting process, they should decrease the SP gain.

    Yeah it takes longer to craft and gather but there are reasons why. One of them being that crafters and gatherers can make gil much faster than a melee/war job/class.

    Another is that the longer it takes to rank up crafting and gathering, the more "supplies" you will see being sold. And this helps many other players, the economy, and the availability of that item you may need.
    Don't really agree here, the crafting classes are often a gilsink to bring up if you want to do it in any reasonable time outside of guildleves, and War/Magic make plenty of gil through leves much quicker and get plenty of crystals which can be sold quite well. I personally keep them to get my crafts up, but I know plenty of players who just didn't do the crafting thing and made due with the crystals just fine. I anticipate they will need to do the crafting *someday*, and I personally want it to repair my own gear and use the crafts for while I level, but w/e.

    If I do want it for the perks though, I shouldn't feel like it's a chore to do so, it should at least be somewhat fun, and should NOT feel like it's taking up all my time to do so (currently, I spend more time keeping crafts up than getting huge XP/SP through battle leves alone)
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  9. #9
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    Mar 2011
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    Yo dawg i herd u like repetitive tasks so we put a minigame in ur crafting so you can grind while you grind.
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  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,064
    Quote Originally Posted by bsphil View Post
    Yo dawg i herd u like repetitive tasks so we put a minigame in ur crafting so you can grind while you grind.
    Oh yes, completely makes sense because of how soothing and relaxing crafting was in other games!
    (0)

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