Since the bold nerf, my highest so far is 764 quality, and I wasn't even using +3 mats. NQ result obviously.
I once got +3 with like 180 quality.
It's so BS how it works.
Since the bold nerf, my highest so far is 764 quality, and I wasn't even using +3 mats. NQ result obviously.
I once got +3 with like 180 quality.
It's so BS how it works.
It operates on a % chance. You cannot see how gaining quality affects this %, it is a hidden algorythm.
A blacksmith could craft the same sword 100 times, that is not to say that the next sword he makes will come out just as good, it's all up to skill and a little bit of luck.
I made a Bone Ring +1 with only 28 quality, after making 10 other NQ Bone Rings.
Lucky me :3




he said a change to reward skillful crafting not making hq mats having a 100% success rate on hq items.
it goes from no real reward for getting super high quality and random results to knowing if you have hq mats you get hq gear all the time and if you have ne nq mats you never get hq items. that's not a reward.
http://crystalknights.guildwork.com/
Thought!
Perhaps there is a deeper reason to reducing item qualities from from NQ, +1, +2 and +3 to just NQ and HQ. At the moment when a character is being loaded, should they wear for instance, all 4 different quality versions of a bone ring, it may be that they take longer to load as the game needs to load all 4 different versions of that ring (even though they are the same model (People do say the engine isn't optimised, this is possibly one of those things that aren't?)). With only 2, the character would load faster, this would reduce the whole 'character popping into existance 5 feet away from you' to 'character popping into existance 20 feet away from you'. It could also possibly reduce workload on the server.
Also take into consideration that it has been stated HQ materials to make HQ items will be more difficult to obtain. This means that the Bone Ring +1 I create post-1.19 would technically be harder to make than the Bone Ring +3 you made pre-1.19 as yours would be more on account of luck and mine would be more on account of the difficulty of obtaining the HQ Bone Chip whilst mining or killing enemies that drop them. Whilst it's nice for a low level crafter to make a +1, 2 or 3 item, it's also ridiculously tedious when a high level crafter using all current HQ materials still can't get an item above NQ.
This gives HQ items more worth than what they have now (since by luck you could make a whole bunch of HQ items atm), especially since the stats they provide will be of more worth with the stat changes/fixes also in 1.19.
Also with the inclusion of the materia system, the current crafting system and/or item quality system may have caused complications with adding materia to equipment. By simplifying the HQ system, adding materia may 1: Reduce unforeseeable problems with it's implimentation and/or 2: Reduce any possible server strain your radically changed equipment may have caused due to multitudes of HQ gear + materia stats.
These are just my thoughts on the matter.



Maybe having a higher quality at the end of the synth will secretly have a chance of making the gear easier to apply Materia to?




i can agree with part of your philosophy Konachibi, but what i was talking about is it may be harder for a r12 to get r12 items hq, but the high level crafters will still likely be able to get that hq part much easier.
nobody has said the system in place is perfect. i know i've said it's got a long way to go, but i think taking any of the luck factor and skill factor out of the process completely was the wrong way to go. granted, luck should never have made as much impact on the process as it did, but i don't think that will be changing at all with the making of parts. they will just be removing the luck factor in crafting the finished item.
i made a suggestion a few months ago on the removal of the overwhelming luck factor i still see as the easiest way to have made all groups happy. here's a few things that could have been changed to the process and made things alot more towards rewarding skillful crafts.
1. removal of the added bonus to the final quality for just adding a hq mat. no reason for a craft to begin with a 350 quality. each synth would start with a quality of 0.
2. the bonus for hq materials would all be put into durability. this would give extra chances for bold synthesis and using abilities to increase quality.
with just those 2 changes they could have put in place a hq system that did reward the skillful process of making high quality(hq) finished items. since every synth started with 0 quality you would have to work for the high quality on finishing the item and this is just an example of what i mean.
0-100 quality = nq with a possibility of a hq +1 result.
100-175 quality = +1 with a chance of a hq +2 result.
175-250 quality = +2 with a chance of a hq +3 result.
250+ quality = +3 result on completion
this would encourage people to do more than just standard bash the final item and actually make people put their time and effort into a craft. if you got a 250+ quality +3 hq you would be allowed to sign that item and from then on anyone that checked the item when someone was wearing it would be able to see who actually made that finished product.
i was just hoping for a way that would encourage people to do more than just standard bashing to cap and then standard bashing finished items and then doing 20+ touch ups to complete the item. to me the biggest issue is the fact that there is too much luck involved and it takes away from the doing a great job on a craft, but with the above method it would actually encourage people to take the time to complete the item.
i understand they are removing the +1 +2 +3 versions, but they completely have taken away the chance to get a hq because quality and touching up an item no longer have any value. i just threw numbers in there so don't think that's an actual number, but more of just an example of what i was talking about. maybe you will see what i mean about rewarding skillful crafting out of it anyways. yes, my method would still involve a luck factor, but it's only luck to get one spot above what you have earned and not losing everything you put your time and effort into.
i'd be in favor of anything that actually rewarded getting higher quality and putting effort into the item. i'm just not into the idea of standard bashing to completion for hq results all the time. i do agree with you on the luck factor is way too overbearing atm though.
Last edited by darkstarpoet1; 09-13-2011 at 04:48 PM.
http://crystalknights.guildwork.com/




i had also been thinking of another way for people to make crafter friends. say you want to get a canvas robe made, but none are for sale in the wards and you cannot find anyone to make the item for you. allow the option for you to go and order it from the npc in the guild.
they could place the order and the crafters, when they come into the guild and check for orders, see someone wants the robe and who that person is. the npc could set the price it charges and set a price it'll pay the crafters to make the item. the crafters would gather the materials and make the item and turn it into the npc in the guild and a message would go to the person that ordered the item.
they could make it to where the crafters got guild marks or materials for the completion of the order as well as the fee for making the item. it seems like it would be an incentive for crafters to help others as well as a way for people to make friends that do craft.
http://crystalknights.guildwork.com/
What you are proposing is a player-operated leve system.
This sounds like a very good idea (b'.')b
When I first began to read your post I was thinking you were going to suggest a 'craft finder' tool to the option menu.
As it turned out what I was thinking you were thinking and what you were actually thinking were quite different, and your idea is far better. Also I'd end up spending hoooouuuurs hanging around at the weavers guild just making and handing over the needs of the many.
This also means that crafters would be seen as a more beneficial part of the game, as you wouldn't be forced to only be able to buy the things they choose to create and sell, you could dictate the thing you want and I'm sure crafters would be only too happy to go along with it for the means of gaining gil, xp and guild marks.
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