Quote Originally Posted by NanaWiloh View Post
The rng is created by two factors the actions themselves and then your stats being miles from what was needed to drive HQ to 100%. The lvl 50 master books are prime example, you can slap on the best ARR crafting gear meld it properly eat the best food and still fail a dozen plus times at crafting a needed item for one the books. All so you could get access to gear that didnt make your odds of crafting those items to 100% any better then it already was. But hey if you like having the game spit in your face as one of the rewards for hardwork.

When I finally get the best gear all melded up eat some food and have a solid rotation I want to be rewarded for all that effort. Not be given a nice try better luck next time, Using rng just to make things hard will lead to frustration and more punishment then reward. I am all for harder crafts but not crafts that are pumped full of rng too the point I end up spend a huge amount of time and gil cause rng keeps screwing me over. It should at all times be in the hands of the player wether they successed at a craft, proper gear,melds, food and rotation should always determine the success of your attempts not RNG.
I do agree that RNG is not the best way to make crafting more difficult... nor is making the raw materials extremely grindy to obtain. Ideally, they should make the crafts interactive so the player needs to change their rotation every time and react to the status of the craft... but that is unfortunately very unlikely to happen. I do not know why they chose the path of pure RNG for crafting and allowing simple one or two click macros to do all the work, rather than forcing the player to think during each craft as if solving a mini puzzle to complete it successfully. You know... as if we were actually playing a game? *Gasp. Crafting could have been much more comparable to raiding if the system was designed differently. I enjoy it very much but it could be improved by being interactive.