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  1. #1

    Question for Crafters: What is a "Fair" HQ Rate?

    I would like to put forth to my fellow hard-core crafters especially, but also casual crafters: What do you think is a "fair" HQ rate? Please consider both the crafter side of it, i.e, how frequently you want to make an HQ item, as well as the wearer side of it; i.e., how easy it should be for a non-crafter to find/buy the items.

    For the sake of this question, lets assume that a crafter is using non-HQ gear, has all physical/mental stats and all elemental stats equal. Assume the crafter has all purchasable skills. Assume the craft is being done with Bold Synth and appropriate skills equipped to maximize. Assume also that materials being used are all standard mats, not HQ mats. I am making these assumptions just to have a reference point, and understand that truly "hardcore" crafters would ideally have all +3 gear, and do everything to optimize output.

    What I am trying to get is an idea of is how much HQ output people thing there should be for people who essentially level crafting jobs, but don't "play" them as it were. I am using a level 50 crafter as my question because they are the ones that have the most ability to corner the market if HQ output was predictable and planable.

    1.) At rank 50, crafting a rank 50 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, +2, or +3.

    2.) At rank 50, crafting a rank 40 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, etc.

    3.) Same question for a Rank 50 making rank 30 items.

    4.) Same question, Rank 50 making Rank 20 items.

    5.) Same question, Rank 50 making Rank 10 items.

    I am very curious given the other threads about adjusting HQ rate. Yet no one is saying what they feel an "optimal" frequency is. Maybe this will help us understand where stand so we can come up with "compromises" on the system that (more) people find acceptable.

    <.< There I go being an optimist again!
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  2. #2
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    1.) At rank 50, crafting a rank 50 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, +2, or +3.
    --5 should be HQ1, none should be HQ2 or 3.
    2.) At rank 50, crafting a rank 40 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, etc.
    --10 should be HQ1, perhaps 1 should be HQ2. None should be HQ3.
    3.) Same question for a Rank 50 making rank 30 items.
    25 HQ1. 10 HQ2. 1 HQ3.
    4.) Same question, Rank 50 making Rank 20 items.
    25 HQ1. 25 HQ2. 15 HQ3.
    5.) Same question, Rank 50 making Rank 10 items.
    25 HQ1. 25 HQ2. 25 HQ3

    But this is assuming NQ mats. I am not a fan of giving crafters with crappy materials easy access to HQ products at higher rank-to-rank comparisons. Yes, that's because I am a high-level miner. I speak for the crafters. I speak for the gatherers too though and they don't get enough respect in the HQ determinations.

    When a crafter who doesn't have access to quality materials asks to make high-quality items, I'm always going to tend to deny them that. When a crafter who does have access to quality asks to make quality, I'm always going to be lenient with that. This is out of respect for the gatherers and their contributions.
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    Last edited by Peregrine; 03-14-2011 at 12:55 PM.

  3. #3
    That is exactly my hope, Peregrine! I agree that a crafter that is fully leveled but doesn't go all out (I.E. Hardcore) shouldn't be making many HQ items at all at high level.

    For own reply, it is similar, though stricter to your own.

    1.) 5 Total - All HQ +1
    2.) 7 Total - five HQ +1, two HQ +2
    3.) 10 Total - six HQ +1, three HQ +2, one HQ +3
    4.) 15 Total - ten HQ +1, six HQ +2, three HQ +3
    5.) 30 Total - Fifteen HQ +1, ten HQ +2, five HQ +3

    That's more or less the amounts I assume when I speak about my recommended changes to crafting. As you can see, my concept of it is somewhat of a non-linear, but not quite truly an exponential progression of output.
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  4. #4
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    I'm more forgiving to crafters who are crafting for no SP down in the piddle R10 and even 20 synths. If they don't get significant HQ rates in that activity, it's a waste of their time and resources and the server loses assets to inefficiency.

    To assume NQ materials, though, is to not address the brunt of the issue. Those are the rates of the laziest stock 1-craft crafters. What are the rates of:

    A. Those with high quality mat access. The crafter-gatherers.

    B. Those with their "subjobs" levelled. The crafter-crafters.

    C. The triple threats. The gatherer-crafter-crafters.

    These are the real issues. I want mat qualities to be way more influential. I think people with multiple crafts already have their rewards, which is multiple revenue sources.
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    Last edited by Peregrine; 03-14-2011 at 01:48 PM.

  5. #5
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    Rentahamster's Avatar
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    Renta Hamster
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    Sargatanas
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    Gladiator Lv 50
    1.) At rank 50, crafting a rank 50 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, +2, or +3.
    90% NQ, 5% HQ1, 3% HQ2, 2% HQ3

    2.) At rank 50, crafting a rank 40 item, how many HQ results should appear on a finished product out of 100 synths, and how many of them should be +1, etc.
    85% NQ, 10% HQ1, 3% HQ2, 2% HQ3

    3.) Same question for a Rank 50 making rank 30 items.
    80% NQ, 15% HQ1, 3% HQ2, 2% HQ3

    4.) Same question, Rank 50 making Rank 20 items.
    60% NQ, 25% HQ1, 10% HQ2, 5% HQ3

    5.) Same question, Rank 50 making Rank 10 items.
    40% NQ, 35% HQ1, 20% HQ2, 5% HQ3

    This hypothetical has a pretty decked out crafter if he has all the abilities. No one will be that fortunate in reality for a while.
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