^ I apologise for all the typos. Not paying to much attention between work and things. I'd edit it if I could.
^ I apologise for all the typos. Not paying to much attention between work and things. I'd edit it if I could.
Maybe. It'd need fleshing out and serious balancing to make sure the game can't simply screw you and present an impossible synth. That's my primary objection to just adding more random factors into the process. You should never be able to do everything right and fail anyway.Not all RNG is bad.
Some RNG is good.
RNG is bad when the RNG dictates whether or not you win or lose (regardless of your inputs). But if you took the idea I presented and tailored it enough that with the right decision-making (along with some margin of error being allowed, less margin for endgame crafting), you should be able to succeed 90% of the time, then you'd end up with the good sort of RNG that does not dictate win/loss unless you get extremely unlucky.
The idea is to make it all based on decision-making based upon the current condition, with some planning, forethought, and contingencies if things go wrong. The skilled player will look ahead and know when it is safe to take a gamble, or when he should play it safe and not do so. The skilled player will know what actions to use under what conditions.
The unskilled player will make lots of mistakes, and end up with NQs and failed synths, which is how it should be.
That's actually kind of interesting... except:
That is exactly what would happen.
Nothing in a fighting game is random (maybe the stage you're playing on). It's a terrible analog for crafting.
I think I know what you're trying to get at but you've really married yourself to the wrong analogy here.
The pants you're trying to stitch together aren't actively working against you, making decisions to try to thwart your plans, or planning their next move based on what they've seen so far. The pants are doing none of those things.
I think we both agree on that, wholeheartedly.Maybe. It'd need fleshing out and serious balancing to make sure the game can't simply screw you and present an impossible synth. That's my primary objection to just adding more random factors into the process. You should never be able to do everything right and fail anyway.
It would take a lot of balancing, testing, and such, but I think if they were to succeed... it would be really nice. And fun, and engaging too.
Maybe they could use the DNC system in a way that will help HQ a difficult item via a buff for successfully sequencing based on need.
Example: Goldsmith Earring of Zodiark, requires 330,933 quality. If you sequence properly, you gain a super buff to quality on your next Touch ability within the next X turns. Or you can sequence so you gain a buff to your next Synthesis on items with steep Craftsmanship requirements. Etc.
Little quirks unique to individual items/item types that require mini-games on the initial successful craft. After you beat the challenge, you can macro as normal.
For some of you whining about my opinion on the matter, the same exact hardcore crafter from previous videos I’ve posted just made a video sharing his thoughts on Ishgard: https://youtu.be/qaoCejOCLbM
And uh, yeah, his thoughts aren’t much different from mine. Even though the hard stuff should be 5.2, this doesn’t really look good for the future. Just being honest.
Good idea, that would be cool. Doubt it’ll happen though.Maybe they could use the DNC system in a way that will help HQ a difficult item via a buff for successfully sequencing based on need.
Example: Goldsmith Earring of Zodiark, requires 330,933 quality. If you sequence properly, you gain a super buff to quality on your next Touch ability within the next X turns. Or you can sequence so you gain a buff to your next Synthesis on items with steep Craftsmanship requirements. Etc.
Little quirks unique to individual items/item types that require mini-games on the initial successful craft. After you beat the challenge, you can macro as normal.
Yoshi just posted on the matters crossworld effecting ishgard rest. and end game content for crafters. I am trying to get the link for the post as friend posted a screen shot of it..
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
Just what I said.
Wait until Patch 5.2 and see what they do with Endgame Crafting and that they had no intention of "creating hard content until at least 5.2". I said that numerous times in this and other threads.
Seems like I was right.
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