You gear does influence your crafting ability, there are more rotation out there then just ones that use hasty touch, your craftmanship, control and cp all determine what rotation you can use.RNG has its places. It is appropriate for lotting on loot. It is not appropriate for crafting to the extent that SE employs it. IMO your success rate for something like Hasty Hand should be influenced by the craft level and your level and your Craftsmanship/Control levels. The higher your personal numbers the greater success you should have, consistently. My non specialist numbers are 1005/955. In infuriates me when I blow 3 straight Hasty Hands on a level 20 craft. BTW if you notice RNG is not completely random but the pattern of success to failure varies at a noticeable rate.
No, you do not understand. Computers cannot be completely random, so "good" RNG and "bad" RNG is referring to how closely they resemble actual randomness. When I say I want "bad" RNG I'm not not asking for RNG that stays out late at night and doesn't eat its vegetables. I want the game to take failures into account. I want the displayed percentages to better match our expectations, rather than telling people they just have confirmation bias and RNG is RNG.
I used it a LOT when getting the Lumina stuff in 2.0 because the battlecraft or fieldcraft or whatever it was, was prohibitively expensive to just lose if RNG didn't favor you that run.
No. Please, God no. Do NOT bring that into this game. We don't want superstitions like FFXI's infamous "crafting directions" to start to spread. (A superstition which, by the way, SE finally, FINALLY debunked, in spite of FFXI crafters swearing by it for more than a decade.) Please learn from our mistakes in FFXI. There, it was forgivable as the game DID hide a ton of mechanics from the player so it wasn't totally unreasonable to suspect that there might be hidden factors to crafting. This game, however, lays everything out on the table. All stats are accounted for and clearly explained by tooltips. There are no "secret tricks" that a crafter/gatherer can stumble upon that will improve their results.
Someone brought up the topic that, as no computer can truly be random, the game could be using a crappy random number generator that is prone to "bad streaks". If such a crappy generator exists (and if it does, I'd think it'd be equally prone to "good streaks"), why on earth would SE use it? There are plenty of random number generators out there that produce results which, as far as any human will be able to tell, are indistinguishable from pure randomness. There's no reason SE would choose a crappy one - not even price is a factor, as these random number generators are not expensive.
There's no hidden conspiracy, no secret tricks. 80% is 80%. 20% is 20%. To believe anything else is either paranoia or foolishness.
You tend to remember all the times where Hasty Touch failed 5 times in a row, and not all the ones where it succeeded every time. It's the same on AST, when people were arguing that Balance, Arrow, and Bole had a lower chance to draw than Spear, Ewer, or Spire. you don't remember the runs where all you did was draw the good cards.
My 4 star rotation gives me, with the worst luck, 7 chances to use a touch action. Usually I end up with 9 or 8. One of those can be a guaranteed Basic or Precise off the bat, with an extra for each ToT proc I get. So, yes, there's been plenty of times where Hasty Touch failed over and over and over and I had to Reclaim or did so poorly that it NQed anyways. But there's also been times where every single Hasty succeeded, and I'd say that those times happen about as often as the times where it fails a lot. Most of the time, I will only fail 1 or 2 Hasties per craft. 80% is 80%. You are just ignoring the times where the RNG was amazing.
cerise leclaire
(bad omnicrafter & terrible astrologian)
I think the bad reputation associated with RNG in crafting stems from players remembering incidents of bad RNG (6 or more misses in a synth) and more likely than not, they're probably mostly being tripped up by synths in which there are 3-4 misses. Those are normal occurrences and a crafter should be able to handle them.
Let's take a look at an 11 touch rotation. In this case, without considering RNG reducers (such as BT swaps) you can expect to see 4 or more misses around 16% of the time and 3 or more misses close to 40% of the time. With 11 touches, to recover to 11 stacks of IQ from 4 misses, you'd need to use precise touch a whopping 3 times in the synth (and you'd still wouldn't get 100% from all NQ on a 4* with or without innovation). Simply put, a crafting strategy that consists of 11 touches is not robust enough. But since you do see 3-5 misses regularly, you should be developing strategies to deal with them.
The crafting system is based on probabilities. Conditions vary so your methods should as well. The difficulty level in HW crafts is very very low, so I really don't see why there should be many issues. Start with 2000/13187 quality and 6 misses should not be a problem. Start with 4000 quality and you won't even need any of the Byregot's abilities on the majority of your 4* synths.
The fact that your gathering rate on Hidden Nodes is capped at 95% and you STILL miss 1 or 2 or even 3 hit sin a row at 95% is completely unacceptable!!
That is not entirely unreasonable. What you want is something that isn't truely random, but more like "random-appearing, but not TOO random" that does take into account history so that long streaks of bad luck (or good luck) don't show up.
One MAJOR problem with implementing that is that you would need to track the state for every combination of <character> and <rng-based task>. That will be a LOT of data to keep track of, unlike today where the RNG just needs a single, global, state to do its work.
Thats not how RNG works, let me out it into perspective:
95% means that if you hit 100 times you should get 5 misses, but that also means that if you hit 1000 times you should get 50 misses, and if you hit 1,000,000,000 times you should get 50,000,000 misses, the game is taking into account an infinite number of hits, so your chance of getting a miss is "infinite / 20" which is far from 0, and the chances of you getting some of those hits in a row isn't out of the question.
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