Quote Originally Posted by testname View Post
To those that say RNG isn't fun ... The crafting should be fun, clearly SE lack any innovation and fresh thought
Quote Originally Posted by Maeka View Post
Poker has strategy and is a PvP RNG-based game, where the RNG is equal for everybody involved (unless someone is cheating, then it is no fun). That's a bit different than having 4-5 failed Hasty Touches in one synth (I am obviously talking about pre-5.1) where the game is basically giving you the middle finger and you have no recourse of action against it.

Poker has a lot of nuance and strategy behind it, a good player will absolutely destroy you, despite RNG. You might get lucky and win a hand or two but in the end run you don't stand a chance against a pro player...."
I actually agree with you both of you, and I suspect you are both hitting close to the same point.

The problem with RNG in crafting, imo, hasn't been that RNG exists, the problem has been that the RNG is either too extreme (failed attempts, -50% bad, 400% ex, etc) and/or that we are at the mercy of bad RNG.

What if there were some upsides to failing a step? maybe an ability that you can only use after a fail, or a stacking buff?
What if there were ways to manipulation the condition or at least predict it? (ideally with less extreme/binary points)
What if for consumables, instead of nq or hq, ending quality affects yield?
etc

In my eye, crafting is, or at least could be, a gambling mini game that degrades into a math problem as you out gear, or add enough starting quality.

To make gambling fun, players need to feel that at least some aspect of luck is in their hands, smaller delta between good and bad luck, and frequent enough so that it doesn't feel like feast or famine; I think we can mostly agree that current state of crafting doesn't hit any of those points.