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  1. #1
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    Aug 2011
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    It is unfortunate that this is the direction the developers have chosen to go. I really enjoyed the current crafting system even if sometimes it was a little frustrating. The fact that I had to spend weeks (a few hours here, a few hours there) working on a +3 item project made it all that more satisfying when I finally achieved my goal. Now the best I can craft is just going to be a simple matter of having the right ingredients.. only one way to make it work, and chances are I won't be able to get those ingredients for anywhere near a fair price. Skill or knowledge of crafting won't have any value, which means crafting will be mindless from beginning to end.

    All that grinding, and now it seems as it was for nothing. After all, I could easily just get a linkshell member to synth my hq mats together for a hq finished item. In hindsight I am truly disappointed, as I have to wonder what was the point? The prospect of making all +3 gear for has greatly influenced my interest in this game and its crafting system. It has been the only thing keeping me interested in the game in spite of it being completely lackluster in nearly every other way. With word of this latest change I am quitting as of tonight. There is really no point to continuing to invest any time knowing that it will all be for nothing. I know that some people will be very happy with this change, but there is no reward in this new system for effort and time spent grinding crafts. If they are going to make the system as dumb as other MMO crafting systems, I hope they at least significantly reduce the amount of time needed to rank a craft (for the sake of those who will continue playing).
    (0)
    Last edited by ZelVenzyl; 08-25-2011 at 12:23 PM.

  2. #2
    Player
    Alise's Avatar
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    Mar 2011
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    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    I think they could make use of mix'n match from people feed back such as this :


    Quote Originally Posted by Alise View Post
    There is a way to stop all the complain about 0 +1 +2 +3 being grouped into NQ and HQ really.. I dunno why the dev bring this up when nobody ever petition about change 4 tier into 2 tier yet. I see so many petition so far, but never seen one for this yet, and doing this will get a lot of dislike no matter he give HQ to +3 or +2+3.


    I think a good way to fix this would be :

    1.all materials can have only 2 tier (you wanna save inventory space right?) so NQ and HQ materials.

    2.the finish craft gear will still be 4 tier as 0 +1 +2 +3 (nobody dislike it being this way, and it doesn't kill inventory space)

    3. NQ materials can result in crafting 0 and +1 gear, while HQ materials can result in crafting +2 and +3 gear. (This way people can make use of their craft skill better, and also not make server load with too many +3, you need both HQ materials and also skill/little luck to achieve +3 result.)


    I think this could be a good mix and match and take advantage from both system, Yoshida-san.
    (0)

    FFXIV : ARR all instance boss gameplay video can be found here..
    http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0

  3. #3
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    Mar 2011
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    Gridania
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    I posted this in the 'threadnaught' in the general section, but will try and elaborate here.

    It looks to me that one motivation for the changes to the HQ methods are to address the discrepancies between crafters and gatherers. With the current system, there is very little motivation to utilize HQ gathered materials. This severely devalues the gathered items and marginalizes the gathering classes. The only way to address this is to make HQ gathered materials make some sort of impact. If HQ gathered materials don't make it easier to HQ, then the HQ gathered materials have no value.

    For example, someone wanting to make a +3 [item=10002062]Iron Chain[/item] in order to make a piece of gear, the following chain of synths must occur:

    Iron Ore ~> Iron Nuggets ~> Iron Ingots ~> Iron Wire ~> Iron Rings ~> Iron Chain ~> [finished piece]

    The correlation between quality and HQ is so weak (especially for materials, with no touch ups), the using HQ Iron Ore has essentially zero impact on the likelihood of getting an HQ Iron Chain. And THAT completely marginalizes gatherers.

    The only real solution is to shorten the chain, and make HQ gathered materials make the process of HQing the ingredient easier. Now, when I say 'easier' I mean 'easier then HQing without HQ materials', not 'easier then it is now'. SE does need to take the step of increasing the difficulty of making the HQ ingredients. Keeping it the same difficulty as making HQ iron nuggets now would just be too easy, in my opinion.
    (0)

  4. #4
    Player
    Hugus's Avatar
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    Mar 2011
    Location
    Ul'dah
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    34
    Character
    Hugus Primvs
    World
    Balmung
    Main Class
    Armorer Lv 50
    I disagree with the whole change in HQ. First I dont think we need a new system, what we do need a a change to the current system so that we get less HQ results from synths with quality between 30 and 100 and start getting more HQs when quality gets to be 200+.

    The way the new system appears to be its the same as getting a whole bunch of new recepies, instead of "Iron Ore" you now have "HQ Iron Ore" and instead of evetually creating a high quality of "Iron Chain" you will be getting a "HQ Iron Chain" just because the mats/result between the two example share some letters or words in practice its still two different recepies.

    Maybe it would be too hard code wise but if SE was gonna change HQing they should have changed the equations to something like
    0-100 Quality: HQ1 0% - HQ2 0% - HQ3 0%
    100-200 Quality: HQ1 10% - HQ2 0% - HQ3 0% / Touch Up: HQ1 1% - HQ2 0% - HQ3 0%
    200-400 Quality: HQ1 50% - HQ2 5% - HQ3 0% / Touch Up: HQ1 10% - HQ2 1% - HQ3 0%
    400-600 Quality: HQ1 30% - HQ2 50% - HQ3 5% / Touch Up: HQ1 5% - HQ2 10% - HQ3 1%
    600+ Quality: HQ1 20% - HQ2 30% - HQ3 50% / Touch Up: HQ1 100% - HQ2 - 5% - HQ3 10%

    The numbers don't exacly need to be these but if there was consistency in the current results we wouldnt have a problem.

    Just to clear things again: The current system works great, what is needed is a revision of the formulas that calculate HQ result probabilities.
    (0)

  5. #5
    Player
    Blenkinsop74's Avatar
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    Mar 2011
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    Limsa Lominsa
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    11
    Character
    Blenka Sop
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    I just hope the development team have fully thought planned changes to HQing items fully through. Big changes may be required as to how HQ mats are obtained. Several examples of mats obtained through a sub-synth where no hq is available (marbled eye) or where the HQ only shares the same same synth/hand with the NQ version (and other results) - Black Pearl - spring to mind. Such HQ mats would, as I understand it, be required to make an HQ version of the relevant finished items (Black Pearl Rings, Brands [and therefore the elemental brands as well]).

    As with all proposed changes to the game, I am willing to give them a chance. But I just hope that the team have fully trawled the recipes for these kinds of things. They could so easily be overlooked, leaving the only HQ versions of such finished items, those made before the changes.

    To be honest, I'm a little anxious about all the recently announced changes to the crafting system, but by this one in particular.
    (0)

  6. #6
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    Mar 2011
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    (note: I posted this in the thread in general at first, but it's a little chunky for that venue, so I've reposted it over here to try and get some feedback)

    I've been digging a bit into the example high level recipes that Yoshi-P posted (courtesy of the translation by the fearless Bayohne), and some of the results surprised me.


    -----------------------------
    ■Cobalt Sabatons (Armorer Recipe)
    -----------------------------
    (Equipment Level: 49) *High-Level Feet Gear (For Tanking)

    Cobalt Sabatons
    ├ △Cobalt Plate ×3
    ├ ▲Cobalt Rings ×1
    ├ □Boar Leather ×1
    └ ■Electrum Ingot ×1

    Consumed Catalysts
    Earth Crystal ×2
    Ice Shard ×3
    Key take-away here is that there are SIX (6) ingredients that must be made HQ in order for an HQ final result. Also note that THREE (3) of these are Cobalt Plates. Recall that there is no skimping any more. Every single ingredient to the recipe must be HQ!

    Recipes for Ingredients
    △Cobalt Plate (Armorer Recipe)
    └ ○Cobalt Ingot ×2
    Here was the surprising part to me. On my first couple of read-throughs, I had thought that the general rule was: Raw Material ~> Ingredient ~> Finish Item. But here we see an ingredient (Cobalt Plate) made from another ingredient (Cobalt Ingot). Also, note that now a Plate takes TWO (2) Ingots. The old recipe for plates required a single ingot. This will make creating HQ Cobalt Plates a lot harder then the other three ingredients.

    ○Cobalt Ingot (Armorer Recipe)
    ├ Specular Iron Ore ×2
    └ Iron Ore ×2
    Here is the Cobalt Ingot recipe. A key piece of missing information is the number of ingots produced. The current recipe for ingots is 5 nuggets ~> 1 ingot, so making 1 ingot is a viable assumption. However 4 ore ~> 12 nuggets ~> 2.2 ingots, so 2 ingots is also a viable assumption.

    ▲Cobalt Rings (Armorer Recipe)
    ├ Specular Iron Ore ×2
    └ Iron Ore ×2

    □Boar Leather (Tanner Recipe)
    ├ Boar Hide ×1
    └ Alumen ×1

    ■Electrum Ingot (Goldsmith Recipe)
    └ Electrum Ore ×4
    No surprises in the rest. The other three ingredients are the usual Raw Material ~> Ingredient ~> Final Item.

    HQ Assumptions:
    Now, we have to make a few assumptions. How hard will it be to HQ an Ingredient, given HQ materials? The harder assumption is that it will be as difficult as creating an +3 material / part result under the current system. An easier assumption would be creating a +2 or +3 result.

    Using the Mooglebox HQ calculator, and assuming a very competent crafter (equal rank synth, a starting Quality of 300 from HQ mats, and 100 Quality gained during synthesis), a finish Quality of 400 yields about a 2% chance to +3 and a 6% chance to +2.
    • Harder assumption : 2% chance ~> expected 50 synths to make HQ Ingredient
    • Easier assumption : 8% chance ~> expected 12.5 synths to make HQ Ingredient
    For the Cobalt Rings, Boar Leather, and Electrum Ingot, this is not horribly onerous, even for the harder assumption.

    Hardest Assumptions:
    However, the Cobalt Plates are another matter. Since we need 3 plates, the harder assumption requires 150 plate synths to generate this. However, this requires 300 HQ Cobalt Ingots (remember that it is TWO (2) Cobalt Ingots per Cobalt Plate).

    In turn, to generate 300 HQ ingots, using the same harder assumptions as above, would require a staggering 15,000 Cobalt Ingot synths. This in turn would require 30,000 HQ Specular Iron Ore and 30,000 HQ Iron Ore. At 2 minutes per synth, these 15,000 Cobalt synths would represent over 20 days of synthing time. Clearly this would be HARD!! (or at least tedious).

    Second Hardest Assumptions
    Easing up on the requirements a bit, if the ingot synth generates TWO (2) ingots per synth, then only half the number of Cobalt Ingot synths would be required -- a mere 7,500, taking a mere 10 days of crafting to accomplish. This is probably a bit of overkill on the difficulty as well.

    Third Hardest Assumptions
    The next step of difficulty is if the ingot synth generates 1 ingot, but a (current system) result of +2 or +3 makes on HQ result.

    In this case, to generate 3 plates requires an expected 37.5 plate synths. Doubling this (needing 2 ingots per synth) means a requirement of 75 HQ Cobalt Ingots.

    To generate the 75 HQ Cobalt Ingots, a total of 937.5 ingot synths are expected. This would require 1875 HQ Specular Iron Ore, and 1875 HQ Iron Ore, and an estimated 31 hours of synthing (at 2 minutes per synth) to process. This is now entering the realm of the possible, but 31 hour of grinding ingot synths to generate enough Cobalt Ingots is unlikely to be anyone's definition of "easy"

    Easiest Assumptions
    If the HQ rate is the most generous (same as +2 or +3 of current system), and the ingot synth generate TWO (2) ingots per synth, then the 75 HQ Cobalt Ingots could be generated with only 469 Cobalt Ingot Synths. This would require 'only' 938 HQ Specular Iron Ore and 938 HQ Iron Ore, with a processing time of 15.5. hours.

    Conclusion
    This synth is not necessarily the definition of "easy". Even with the most generous assumptions (an 8% chance to HQ PLUS the new ingot recipes generating two ingots per synth), well over 16 hours of crafting time and over 2000 units of HQ materials (expected values, so subject to luck/chance) are required in order to make an HQ pair of Cobalt Sabatons.

    Further, this does NOT include the time / cost for upgrading the sabatons using the recipe for dyeing them red. The dyeing recipe requires an additional Cobalt Plate. From above, each plate is taking about 5 hours of time.

    On top of this, with the new materia system, the chance of this item being destroyed when attempting to socket with two or materia may be high.

    This system is starting to look less easy.

    Please give me some feedback and let me know if you think any of my assumptions are wildly off. At first glance I was not a fan of these recipe changes, but went through the exercise of seeing just what the numbers said, and the result surprised me.
    (3)

  7. #7
    Player
    Madruk's Avatar
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    May 2011
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    379
    Character
    Madruk Darkrune
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Get +2 in 1.19. Wait for 1.20. Convert your +2 to HQ. Profit.
    (0)

  8. #8
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    Mar 2011
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    Based on my analysis above, the requirement that all ingredients be HQ is a key part of the new HQ system. It is the key that allows SE to scale the difficulty fairly smoothly as item rank/value increases.

    The Cobalt Sabaton recipe clearly shows this. I'll use the numbers from the most generous HQ assumptions.

    Three of the ingredients (Boar Leather, Electrum Ingot, Cobalt Rings) are fairly easy to make. Each item takes 12 or 13 synths to generate the requisite HQ item. This is about 30 minutes per HQ ingredient.

    The other three ingredients (the three Cobalt Plates) are fiendishly difficult to make. Each Plate requires about 169 synths in order to create the requisite HQ item. This is about 5 hours per HQ ingredient.

    By varying the number of 2 step synth chains relative to the number of 3 step synth chains, the overall difficulty of creating an HQ item can be carefully and gradually controlled. Essentially, each 3 step synth is roughly ten times the difficulty of a 2 step synth.

    Example recipes, from easy to hard.
    3 2step ~~~~~~~> Difficulty 3
    4 2step ~~~~~~~> Difficulty 4
    5 2step ~~~~~~~> Difficulty 5
    6 2step ~~~~~~~> Difficulty 6
    1 3step, 1 2step ~> Difficulty 11
    1 3step, 3 2step ~> Difficulty 13
    2 3step, 1 2step ~> Difficulty 21
    3 3step, 2 2step ~> Difficulty 32

    Now, what happens if the requirement that all ingredients be HQ is removed? The most popular suggestion is that the fraction of HQ ingredients = probability of success.

    In the reference sabaton recipe, clearly people would simply not make the HQ Cobalt Plates. Creating the three simpler HQ Ingredients take 1.5 hours, and yields a 50% chance of success (3/6 ingredients HQ), compared to 16.5 hours to make all six HQ ingredients to achieve a 100% chance of success.

    In fact, making only ONE HQ ingredient would require 0.5 hours, with a 16.7% chance of success. Listing out all of the possibilities gives:

    1 : 0.5 hours / 0.167 = 3 HQs / hour
    2 : 1.0 hours / 0.333 = 3 HQs / hour
    3 : 1.5 hours / 0.500 = 3 HQs / hour
    4 : 6.5 hours / 0.667 = 9.75 HQs / hour
    5 : 11.5 hours / 0.833 = 13.8 HQs / hour
    6 : 16.5 hours / 1.000 = 16.5 HQs / hour

    In the end, removing the strict restriction on requiring all ingredients in a recipe to be HQ eliminates SE's ability to scale difficulty of making an HQ synthesis.
    (1)
    Last edited by Amineri; 08-27-2011 at 07:00 AM.

  9. #9
    Player
    Sorel's Avatar
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    Mar 2011
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    Limsa Lominsa
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    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Amineri, what if the Development Team simply extends the 100% guarantee HQ rule to ALL crafted items ... not just Finished Products?
    (0)

  10. #10
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    Quote Originally Posted by Sorel View Post
    Amineri, what if the Development Team simply extends the 100% guarantee HQ rule to ALL crafted items ... not just Finished Products?
    Yes, if using all HQ gathered / dropped materials results in a 100% success rate to generate an HQ ingredient, then the process become as simple as making an NQ item, assuming NQ ingredients. However, the following quote from Yoshi-P leads me to believe that it is not:

    Basically, in order to synthesize an HQ final item, HQ versions of every ingredient must be used. Players are guaranteed to synthesize HQ items if all the ingredients used are HQ. However, it will be very difficult to obtain HQ versions of all ingredients.
    Bolding was added for emphasis. I dug into the actual translation, and the phrase that Bayohne translated as "ingredients" was 中間素材. The first kanji pair 中間, essentially means intermediate, middle or interim, while the second kanji pair 素材 means material. So, when Bayohne says ingredient, think "intermediate material".

    To me, this points out a distinction between "intermediate material" and "raw material" that is not currently in the game, and is not reflected very strongly in Bayohne's post. Following this line of thought, the creation of the HQ "intermediate materials" from "raw materials" will be challenging, and require a degree of luck. Once these HQ "intermediate materials" are created, however, the creation of the final item is 100%. All of the time, luck, and skill are front-loaded into creating the intermediate mats.

    I could, of course, be completely wrong.
    (0)

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