Quote Originally Posted by Maeka View Post
IMO, what they could do/could have done, is play with the Conditions a bit more. Instead of just Normal/Good/Excellent/Poor, they could instead make it, I don't know... make it condition of your mind while you craft...

Balanced: All actions are equal.
Perfectionist: +50% Quality, -50% Progress
Impatience: +50% Progress, -50% Quality
Shaking Hands: -30% success chance
Steady Hands: +30% success chance (finally a way to use Hasty Touch!)
Attentiveness: -50% durability loss (does not stack with Waste Not)
Recklessness: +50% durability loss

And every round, the game picks these from random (you could put stat weights and other conditionals on some of them to prevent severe cheapness from happening). This would force you to choose your actions based on what state of mind your character is in.
Sort of.. but it's really just adding more random factors.

I'm convinced that if the goal is to add difficulty to crafting, then some kind of wholesale redesign of the system is necessary. There just isn't any room for actual difficulty in the current system.

Now, that being said, I'm NOT convinced SE's goal is to add difficulty to crafting. I know there are people here who (vocally!) want it, but I'm not super sold on the idea that it's actually what SE wants to do.

About the only thing SE could do right now to at least discourage macro use is to have quality thresholds so unbelievably high that it'd just be actually impossible to reach it without fishing for condition procs. And I mean... I guess... but that'd make crafting gear upgrades feel pretty awful. I don't think there's a good solution to this.. certainly not a simple one.