Quote Originally Posted by tymora View Post
Finally adjust your own expectations.
Synths can and will fail. Materials are cheap. The world isn't gonna collapse if you only get 75% success.
The game doesn't have to change to suit you.

If you just can't handle randomness, don't play poker, don't roll dices, don't walk down the street (random chance of a car swerving off the street to kill you), don't drive a car (random chance of a drunk driver hitting you), don't eat (random chance of choking to death), don't breath (random chance of someone smoking walking by you and giving you cancer) and don't live (random chance of death at every turn).
Emm... Are you implying "The crafting system is random, deal with it" in a thread with the OP,
that's me,
trying to eliminate those so-called "random factors" one by one, while showing his progress proofing he's not making it up?

I wish to gather more players who're interested in learning the game, sharing idea and findings with this thread..
and obviously not hearing any more opinions about "It's random"..

And uhh... your suggestions such as don't eat, don't breath are actually valid..
as I'm looking for the same ways to deal with the "randomness" people complained for long,
here's a few examples:

Failing on white orbs:
The P/D cycle position affects the success chance, level difference and Control stat reduces a "random factor" which shifts you away from the periodic positions.
(Don't attempt even standard synthesis on bad positions)

Element goes chaotic:
Weather and the sound from orb during "action selection" affects it, and it can also be countered by Control stat, which gives you less undesirable sound.

(Don't use even standard synthesis when you know your success chance is low, while the sound indicates a higher chance of chaotic element upon failure)