Results 1 to 10 of 23

Hybrid View

  1. #1
    Player
    Levi_Z's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Levi Mishan
    World
    Durandal
    Main Class
    Marauder Lv 50
    I agree with Jwang in that the basis of crafting needs to be looked at before adding any more layers to it. Having indicators for risk and destabilization are great, but what about having clarity or algorithms looked at for the rate of success and failure. It still seems so random. How is it that I can have a synth get up to 447 Quality and not get an hq item out of it? What about having a lightning element destabilize in a recipe that doesn't even use lightning crystals or shards? That's just random. There's no rhyme or reason behind it. Before moving on with any more changes, please fix the foundation because it seems unecessarily complicated. I don't mind any of the changes just so long as I can logically understand why I am failing a synth or succeeding with it.
    (2)

  2. #2
    Player
    Teebs's Avatar
    Join Date
    Jul 2011
    Posts
    1
    Character
    Iona Turnip
    World
    Phoenix
    Main Class
    Thaumaturge Lv 19
    Absolutely agree with Blue72! A large part of the problem with crafting is the lack of an auction house or mail or any kind of logical system for exchanging materials and products. I like that it takes time and effort to craft items and level crafting, but it looks as though FFXIV is going in the 'magic box' direction, like Rift and WoW. Take brass buttons and some spindles of hempen yarn (both of which are regurgitated by moles in a cave deep in Thanalan), throw them into the magic box, press a button, and viola! You've made a doublet. In one minute, you can make 10 doublets which you can then sell for a few gold on the auction hou....oh, wait.
    (2)

  3. #3
    Player

    Join Date
    Jun 2011
    Location
    Windurst / Ul'dah
    Posts
    42
    Quote Originally Posted by Levi_Z View Post
    I agree with Jwang in that the basis of crafting needs to be looked at before adding any more layers to it. Having indicators for risk and destabilization are great, but what about having clarity or algorithms looked at for the rate of success and failure. It still seems so random. How is it that I can have a synth get up to 447 Quality and not get an hq item out of it? What about having a lightning element destabilize in a recipe that doesn't even use lightning crystals or shards? That's just random. There's no rhyme or reason behind it. Before moving on with any more changes, please fix the foundation because it seems unecessarily complicated. I don't mind any of the changes just so long as I can logically understand why I am failing a synth or succeeding with it.
    totally agree here, i certainly don't mind an element of probability but please tell us the rules... i don't know how many times i've tried to HQ something and got NQ at 400+ quality and then the next day HQ1 some random synth i'm grinding on (or making lumber/shards/ect) with 20 or 30 quality
    (0)

  4. #4
    Player
    Aeyis's Avatar
    Join Date
    May 2011
    Posts
    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Blue79 View Post
    totally agree here, i certainly don't mind an element of probability but please tell us the rules... i don't know how many times i've tried to HQ something and got NQ at 400+ quality and then the next day HQ1 some random synth i'm grinding on (or making lumber/shards/ect) with 20 or 30 quality
    Huh, always thought it was rather simply to figure out:

    Quality at the end does not simply give you HQ, it increases your chances of getting HQ.

    I mean its not like youve ever gotten a random HQ+3 while doing some mass producing with end value no higher then 30 quality, right?

    Often, increasing the chances does not increasing them to 100%~ degozaru
    (0)

Tags for this Thread