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  1. #21
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Repairing items that are equipped would be awesome. How annoying is it to unequip and item and place it up for repair.
    (0)

  2. #22
    2cents, and no more.

    For the last four days I have been fishing to make shards. I used my +2 and +3 fish with bold to optimize HQ. It was a new moon (not on purpose, it just was.) In 100 synths, I got four HQs; three +1, one +2. On a whim, I decided to compare that to something else. I equipped blinding speed. In 100 synths I got six HQs; one +1, two +2, and three +3. Then someone asked why I didn't use Hasty Hand. With about 25 fish left, most of them +1, I equipped Hasty Hand. I received three HQs, one of each type.

    Granted this was not scientific. I used a variety of fish, a variety of quality mats, and I hadn't intended from the onset to eliminate extra variables. Even so, I should not, not, not, have been seeing an INCREASE in HQ quantity and quality by moving progressively to lower and lower quality output.

    Regardless of how it SHOULD work, the HQ game is broken.

    Also, I do not believe there should be guaranteed HQ at any point as that would devalue the gear and make HQ the norm, not the exception. This is easily addressed however. Assuming tweaks to properly balance it the base line should work as follows: If I am high enough above the synth level I receive no SP and XP, I have my stats spec'd out specifically for my class, I have all the best +3 gear for my rank without being under rank, my elemental stats are maxed towards the shards/crystals I am using (assuming elemental stats affect crafting already) and its a new moon (assuming that affects HQ output), AND I use all +3 mats, AND I am using the appropriate foodstuffs for my job, AND I have the best crafting support from the guild, AND I have all the guild-purchased abilities need, AND I have the appropriate at-rank abilities equipped, AND the synth goes so well that I bold the whole thing with no more than one or two failures, then it should be well over 50% to make at least +1 product (lets say 75% chance for argument sake - that's roughly 3 in 20 wouldn't be HQ of some kind), tapering off from there as required to balance it so that while it isn't impossible to get +3 there is some genuine effort to it. I will leave for debate as to how rare +3 should be.

    Look at it from the DoW/DoM side of things. Basically, if you stack every odd in our favor while crafting, we should be able to provide enough +1 gear that anyone who does not actively seek to earn money but is slightly savy about saving up gil can afford a couple of pieces of +1 gear every tier of equipment upgrade, using just money obtained from combat leves assuming they do every leve. This means they will either use +1 gear across multiple tiers, or only have a couple of +1 every time they upgrade. This allows the casual player (who is, as much as I hate to admit it because they don't buy stuff from me as often, as important as the hardcore player) to actually achieve some semblance beyond normalcy.

    I still think that +3 at least should be rare-ish (though not as rare as it currently is). Again, that's for another debate.

    One thing I would like to see in addition to fixing the HQ system, is the ability to "retry" it. The idea being that this would not work for NQ items, but if on finishing an item I get a +1 or +2, I get the option to "Retry", at which point I do the same synth, using the full spread of mats as required by the recipe, but in addition to that I loose my +HQ item and get, say, +15 durability and quality (or +30 for a +2 item) in my "retry."

    A retry system like that should NOT guarantee I will even get an HQ, but should stack the odds a little more in my favor. Also, a system like that should have to be done on the spot, instead of "finish." Nor should it allow me to use a NQ item to "retry" for HQ. The overall idea I guess, essentially, a more interactive version of touch-up (though I would not suggest this as a replacement for touch-up, but rather in addition too.)

    Finally, to address the speed at which crafting is done. Crafting a single item using standard should take about as long as your average solo fight for similar SP output.

    Also regarding the speed of crafting: that's what Hasty Hands is for. Yes, it can only be used reliably with stuff below your level. Likewise, a DoW/DoM can pop-shot a marmot outside the gates of Ul'dah when they're high enough. That's also what blinding speed and rapid synth are for - which by and by, I at least have had no issue with. Using rapid synth while grinding on stuff that gives you an output 300 or 400 SP per synth is comparable to or better than the SP/hour o na synth that gives you 1k SP. Yes, its less SP, but it takes half the time with noticeably less breakage and the result is greater SP per hour.

    SO yeah. That's where I stand on things.

    Edit: Yes to repairing things while people are wearing them, but passive mode only. Also, maybe yes to using crafters for in-combat weapon/armor buffs? Barfire / enfire anyone?
    (0)
    Last edited by origamikitsune; 03-12-2011 at 03:02 PM.

  3. #23
    Player

    Join Date
    Mar 2011
    Posts
    6
    How about giving us a bar for fatigue? Right now it's like you're crafting and then, BAM, fatigue. Nothing fancy, no need numbers, sp, xp or % , just a bar is ok already. The devs force us to change classes with the fatigue, so having something to show us that we're about to hit fatigue would be nice.


    And also, I have this feeling that when I get close to fatigue, my chance of success for crafting seems to go down. Everything fails more often and then when you finally make it, you suddenly go into fatigue.
    (0)
    Last edited by OchaTea; 03-13-2011 at 08:39 AM.

  4. #24
    Player

    Join Date
    Mar 2011
    Posts
    2
    I would like to do the same synth again for normal synth, just like with guildleves. Please filter the recipes per class. Some recipes that are often used on a synth are now rapidly replaced by others from other classes.

    Some more speed for crafting would help greatly. It just takes so much more time to rank up crafting jobs than combat jobs. Combat jobs can do leves about 4 times in a week and when using links they can rank up at least once every round. Crafting leves does not even grant me 10k of SP
    (0)
    Last edited by Kimaru; 03-13-2011 at 04:16 AM.

  5. #25
    Player
    Veridian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    94
    Character
    Aria Cross
    World
    Sargatanas
    Main Class
    Dancer Lv 90
    [dev1016]Remaining Materials should be shown for each Local leve from the global Journal view. We should not have to click on every single local leve to figure out if we have completed the local leve or not.
    (0)
    Last edited by Veridian; 03-13-2011 at 05:10 AM. Reason: dev1016 tagging

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