Here's another good example of how crafting code is just plain broken. Today I was clearing out some inventory from my retainers and was synthing aldgoat leather, which @ R50 gives me 0 XP (read that ZERO). While I was ultimately successful in the synth, I failed 5 attempts @ Careful on white/yellow orb. Now, I ask how can this be? Where is the causality that should reflect my crafting competence vs. a recipe that is so far below me it renders 0 XP?

On the side, another couple points:

Anyone notice a vastly increased chance of first-attempt failures? I have, and it's not my imagination, or a poor string of luck either. It's almost like odds of failure 1st attempt are increased in the code. I swear I fail first attempts on recipes reasonably close to my level 65-70% of the time. Of course I don't have to say what this does to any chance of HQ. Right off the bat, if it was a crit fail, you're already @ 85 ish durability, and all of a sudden, instead of thinking HQ, your scrambling for synth success. This isn't right.

The in-game description of Careful synthesis is increased chance of durability loss. OK, I'm fine with that, but without question, I fail considerably more on Careful than Standard. If success rates are intended to be diminished on Careful, then change the damn in-game description to say exactly that ><

Whether everyone likes it or not, crafting is a huge part of this game. Dealing with the current bullsh*t RNG coding on a day in and day out basis is beyond frustrating, and SE should be ashamed of themselves for implementing such crap coding.

It would really be nice to get some sort of response from the development team addressing this issue, and what/when is the inteded fix, or is this going to be part of the finished game product. It becomes a little more bearable if this is an acknowledged problem and targeted to be fixed, as opposed to the thought that we'll be forced to live with this inept sytem in the finished game product.