Quote Originally Posted by darkstarpoet1 View Post
i agree with you, but if we go by the given synths showed for example the cobalt sabatons. in the cobalts all the parts themselves off the sabatons was replaced with cobalt ingots correct? using logic what would the parts on the r48 iron sabatons be replaced with? iron ingots. that's the reason i used iron ingots in my example.

it would take massive changes to each and every synth and the level for each and every item that is produced to have a more skillful way of crafting. i just don't see them putting that much time into downgrading the process to take the time for each and every item in the game.
I agree with you that it would be a ton of work for SE to rework all of the recipes, but that is exactly what they appear to be doing anyhow. Every single recipe in the game is being replaced, essentially. There are very few finished item synths that don't require parts.

None of us can know for certain just how drastic these changes are going to be, but we have hardly seen any new recipes at all in a quite a few months. The last big batch I can remember were the intermediate grade tools, and the coatees, etc, back around the December time-frame. In hindsight, it looks like the recipe team may have been doing nothing but reworking the entire recipe system this whole time. Maybe?

Regarding the r48 iron sabatons ... I'm not sure why there would be r48 iron sabatons and r48 cobalt sabatons both in the game. I'd guess that the iron sabaton recipe is going away, or the new version will create something in the rank 20 range.

Bronze : rank 1 to 10
Iron : rank 11 to 20
Steel : rank 21 to 30
??? (Darksteel?) : rank 31 to 40
Cobalt : rank 41 to 50

This is the material types I'd expect to see for base metals in armors, in the new recipes for 1.19.

Quote Originally Posted by darkstarpoet1 View Post
personally i don't mind the rank 12 synth in a r50 recipe because of the fact you still have to take the time to get the hq part. i don't like the r40 synth in a r12 recipe because the crafter making the item should have the ability to make the parts for the item. if it's for another craft and they don't have it leveled then it should be close to their level so they can make a trade with a crafter on that other skill and both parties feel like they got something out of the deal.

i just feel the biggest issue people have is the luck factor being completely overbearing and i don't see anything in these changes that gets rid of that problem without giving another problem in its place. for example afterwards, if we are making iron ingots they said hq versions would be harder to get, will you still get 700 quality nq ingots? if not then it removes part of the issue, but by making the hardest part the individual low level synths the overall time is just easier.
By having low rank synths for ingredients into high rank synth items, you are essentially removing any degree of skill in making the ingredient. It is primarily a "spam careful synthesis" game over and over, using NQ materials. Under the condition that HQ ingredients ~> 100% HQ final item (for final item synths ONLY), all of the luck/skill is pushed to making the ingredients. In this case, it is completely necessary to have ingredient synths be of appropriate rank.

As to getting 700+ Quality NQ ingots. Yes, I believe that will still be the case, even when 1.20 comes around. Probability of getting HQ with 700+ Quality may be increased, though, since ingredient synths will likely by higher rank (i.e. getting &00+ Quality on a rank 45 synth ... very hard!). Yoshi-P said this:
Quote Originally Posted by Bayohne View Post
Also, in the new specs, HQ items will only be created if every ingredient used is HQ. Obtaining HQ versions of the ingredients will require a mix of luck and skill. (We want to make sure that you will not experience a sense of futility when your synthesized item turns into NQ at the last moment.)
Essentially that all of the luck and skill are being front-loaded into the ingredients. He seems to use the word ingredient in a quite distinct manner from item, as well. I looked up the kanji that Bayohne translated as "ingredient", and it has more the flavor of "intermediate material". So, I'm thinking that item = finished, usable item. Ingredient = synthed, intermediate material.

Quote Originally Posted by darkstarpoet1 View Post
i just would love to see a system put in place(like i posted earlier) that rewards people for high quality and putting effort into the crafting process. it's funny though on that post in that i have posted it a few times in the past few months and nobody ever comments on what is good or bad with the system i mentioned so i haven't been able to update it to where more people liked it.
The original quality to HQ system was more like this (back during closed beta). Higher quality had a much higher impact on probability of HQ (haha, HQ leads to HQ, go figure! xD ). However, higher quality also made the synthesis much much harder to complete. It didn't matter whether the quality came from starting materials or was gained during the synthesis. Under that system, achieving 716 quality would have been essentially impossible. This made HQ materials valued less, however, so the system was changed to make the starting quality from materials not count toward difficulty. This lead to "quality inflation", and the quality-to-HQ correlations ended up getting weakened.

This is, I think, the part of the system that needs to be fixed.