Quote Originally Posted by Physic View Post
Id probably add quality chains, and more bonus exp per synth for quality,
-bonus exp for quality = 10% for over 100 30 for over 200, 50 for 300+ (over base quality, so wont include HQ materials starting quality)
-Quality chains, continue as long as you go over 100 quality, giving a bonus 20% exp as long as the chain is alive.

Id make group exp company leves where in that party,
-your bonuses effect every one in the party, and can stack between each other (multiple makers muse for example as long as they were from different sources)
-youd be graded on your speed and quality achieved.

Id also add some more visual cues
-risk needs to be measured by more than sparking, because risk is effecting you even when it isnt sparking
-make elemental instability look like mini primals or elementals trying to break your item,
-more direct feedback for what abilities do, success chance +20% in corner when you use makers muse for example.
-and make it obvious whether mcraft or craft is the key stat for a craft, could have differing animations for when you are using mcrafting or crafting.

Id add a recipe book that tracks every item you ve made
-you d get bonus exp the first time you made any thing, and the first time you HQ it,
-you could also get bonus exp for completing every craft in a teir, say all the things a blacksmith can craft from 11-20 gives an sp bonus


some recipes that you have to obtain via quests.
quests would be more complex, and involve,
-doing tough synths, some with certain tendencies, (like one that tends to go unstable with fire)
-speed competitions, do X synths in X time, or before npc competitor does it,
-quality competitions, get X quality on items
-and some that are just lore/adventure related, (journey to X to learn the secret of kobold iron production)

I feel these things would solve the boringness of crafting, the loneliness, and the monotonousness, as well as speed up the curve a bit, and promote crafting everything you can at least once, and trying to get hq.

just the changing of having HQ effect sp gains would make the minigame that much more complex, and entertaining.
I totally agree. I would like to add suggestions to your very interesting ideas.

I like the idea of chains in crafting, I think it would be a bit cooler imo to give a chain bonus for recipes different than any of the last 4-5 recipes crafted, in addition to giving us a large bonus for crafting an item for the first time only. This would both break up the monotony as well as speed up the curve and make it closer match DoM,DoW,DoL classes. Also, It'd be cool to have an achievement that gave say 10-20k exp bonus for completing ALL recipes in your level range (i.e. 11-20, 21-30). These ideas encourage people to try to make everything and help to make the leveling experience more varied and fun.

I also really like the idea of more visual cues... I think i'd like to see a timing based cue though. This would definately make it more entertaining, especially if the closer you are to a timing mark, the higher the success rate, in addition to the reverse.



Quote Originally Posted by tymora View Post
For now, at least until something better comes along, give us at least 4 leves per level group per craft.
This would definitely help make things more bearable, and I would be all for it. It however would only be a stop gap measure and would only make things a little less leg intensive. In addition to this, I'd say without increasing the experience per leve, make all leves in town. alternatively I'd say at least make the experience rewards for remote camps worth the extra run/anima, especially to camps like Blue fog.