So here's a question How do you make the act of making thing more interesting?
So here's a question How do you make the act of making thing more interesting?



The main problem is there's no benefit to doing anything but spamming standard in the current system to level up. Having a proper risk/reward system so you actually get a meaningful reward for higher quality/getting an HQ at the end of a synth would be a good start. Getting an HQ in the first place is so incredibly random and just forces you to spam craft to get a +anything. Having ~160q and getting a +2 and ~400-500q and get a NQ after touchups with identical XP for both is really silly.
Several good changes wouldn't even end up being that complicated. We've only been getting a more and more simplified system and removing what little benefits you had for getting better quality in terms of XP gains.
The effect of quality has been clearly demonstrated through extensive testing before. It makes a huge difference now, don't know about 1.20+.

I think the fact that someone had to do "extensive testing" to determine whether or not quality had much of an effect is a pretty strong indicator that the current HQ system is retarded. Not that it will matter when 1.20 rolls around, but for now Tiraelina has a point: random HQing undermines the effect of player skill and is yet another reason why mashing standard is the prefered modus operandi for everything but a few finished products here and there.
So anything that can't be eyeballed is retarded?
Cool story bro.
(You didn't even need extensive tests to come into conclusions, but he did it for extra emphasis).



It's a poor enough difference that it isn't any incentive to not spam standard. There is no advantage to babying a synth when you want more XP/hr which is the problem of it being a flat grind, there is no variation without heavy penalty.
Maybe you missed the part about grinding and XP because that's what this is about.
Maybe to someone with so much money that it doesn't matter what you synth, you'll just spam through the game. Which is pretty easy at this point.
The rest of us don't have such luxury. HQ's are finally noticeably better, so they are more valuable, so if you actually synth something that you find valuable (instead of just means to EXP if you're so filthy rich) you will want that HQ, and having a lot of quality will bring you that HQ with a much higher percentage than without said quality.



Money? I've gathered everything. All of my gear also comes free from LS mates for helping them with materials.Maybe to someone with so much money that it doesn't matter what you synth, you'll just spam through the game. Which is pretty easy at this point.
The rest of us don't have such luxury. HQ's are finally noticeably better, so they are more valuable, so if you actually synth something that you find valuable (instead of just means to EXP if you're so filthy rich) you will want that HQ, and having a lot of quality will bring you that HQ with a much higher percentage than without said quality.
Nobody on this forum can take anything at face value. The grinding is ridiculous and quality does not speed it up. The only thing it might do is give a slightly higher return on money and take 3-5x the time. Having ~360q from +3 mats and another ~300 from synthing shouldn't just give another 5-10% XP or is that how you like it? It should be giving more along the line of twice as much or higher.

Don't mind him, Betelgeuzah is just a blind fanboy that defends anything in the game to no end. The fact that you have something like a 5% chance of HQ at 50 quality, and only a 20-30% chance at 500 (ten times as much) is ridiculous, and inexpliccable. And it's even more inexpliccable that you get the SAME exp for EVERYTHING.Money? I've gathered everything. All of my gear also comes free from LS mates for helping them with materials.
Nobody on this forum can take anything at face value. The grinding is ridiculous and quality does not speed it up. The only thing it might do is give a slightly higher return on money and take 3-5x the time. Having ~360q from +3 mats and another ~300 from synthing shouldn't just give another 5-10% XP or is that how you like it? It should be giving more along the line of twice as much or higher.
It's a terrible, terrible waste of time to even worry about getting HQ stuff when it's more exp efficient to just get mats and spam the same ~300ish exp recipe over and over.
Doing higher level synths, and synthing to higher quality should give you a bigger exp boost. But as it is you end up spending something like 100% more time per item, you have a significantly higher chance of failure, and your experience is roughly the same and all you end up with is a 20% higher chance for your armor or ring to have +1-5 more defense. At that point... who cares? Why take the extra time and risk? There's no point and anyone who argues that the current system is defensible is off their rocker.
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