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A brief discussion of crafting.Follow

#1 Aug 11 2010 at 6:38 PM Rating: Excellent
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Because I know there are people who are wondering how the new crafting system works, and because I happen to have a pretty good idea (I'm not in the beta, I've just had the chance to watch a lot of crafting being done), here's a very brief overview.

1) You have to equip a tool that is appropriate to your crafting class. This is some thing like a saw or clawed hammer for a carpenter, a hammer or tongs for a blacksmith, a hand loom or needle for a weaver, and so on. You can equip a tool in each hand.

2) You don't have a list of recipes. You open a crafting window similar to the crafting window in FFXI and you put ingredients in it. Example, if you want to make brass nuggets I believe you put 3 copper ore and a zinc ore, or to make hempen thread you use 4 moko grass. Once you have your items in the box, you select main hand or off hand, depending on which tool you want to use. I'm not really sure what the difference is between tools, but presumably different tools will be better for doing different tasks. Once you've selected a hand, you get a list of items which make use of the things you've put in the crafting "box" along with the number and types of crystals and/or shards needed to fuel the synthesis. You select a useable recipe and hit "confirm."

3) Now the crafting mini game begins. On your screen is bar that starts full and slowly depletes, as well as three attributes for your item, and four basic choices. The choices are: Standard, Rapid, Bold, and Wait and they represent the strategy that you will use for the current crafting "round." You have to make a selection before the bar empties.

4) The goal of crafting is to get the highest quality for your item when it reaches 100% completion, without allowing Durability reach zero (this breaks the ingredients and you fail your synth). So the three item attributes are:

Progress (starts at zero, you are successful when it reaches 100)
Durability (starts around 100, I think usually 102 with standard quality ingredients,possibly higher with better ingredients, and goes down as you craft. If it reaches 0 you fail)
Quality: Starts at zero with standard ingredients, can start higher with quality ingredients, as far as I know there is no upper limit. You want this number to be as high as possible when you finish your synth. Higher quality = more items crafted or better items crafted, similar to FFXI.

5) Your choices each round are the following:

Standard: This represents the sweet spot of progress, quality and durability. This will probably be the most common action taken.

Rapid: This choice yields a LOT of progress each round (30% or more if successful) for a medium loss of durability and a very small gain in quality. You'll mostly use this when your durability is getting low and you need to quickly reach 100% progress before your synth breaks.

Bold: This choice yields a LOT of quality if successful, very little pogress, and medium durability loss. You'll use this most often when you are pushing for the very highest quality possible.

Wait: This causes your item to lose a very small amount of durability, but otherwise simply causes the round to pass with no other action taken. This is used in order to let crystals become stable, or possibly to allow your item to cycle to another color. Basically, you use this in order to wait for more favorable crafting conditions to occur.

6) Each round that you attempt Standard, Rapid, or Bold, your crystal has a chance to become unstable, or if it is already unstable or in rare cases, to become chaotic. Visually this shows up as a highly noticeable crackle of electricity, both visually and audially. There's also a message in the crafting log. Unstable or chaotic crystals give you a much higher chance to fail and lose a lot of durability, but if you succeed you'll some times get radically improved results (I've seen some one get 100 quality in a single round, when normally 20 or 30 is expected from a standard or bold attempt). Most of the time when your crystal becomes unstable you'll want to Wait for it to become stable again, but you may choose to gamble instead on the slim chance of getting a remarkable result.

7) Your crystal changes color as you craft, cycling from white to orange, red, yellow, or other colors. Some people claim these different colors change your possible outcome, while others claim it has no effect. The jury is still out on this, but it is known that using Wait will allow the crystal to cycle to a new color some times, so this could end up being a part of crafting strategy

8) After each round, you get a success or failure result, and your crystal may change stability or color. You'll get a message telling you how much your durability, progress and quality have changed. Generally speaking, successful attempts give more progress and quality, and less durability loss, while failures yield durability loss with minimal gains in progress or quality. The exact numbers vary according to your synth type choice (Bold, Standard, Rapid), your skill, random luck, and status of your crystal. There may be other unknown factors.

9) Once your round has finished, your bar refills, and you go back to step 5 to make a new choice. This process repeats until your progress reaches 100 or your durability reaches zero. If progress reaches 100 you get an item or items which will depend on the quality you achieved plus some experience, and if it reaches 0 durability, you lose all your ingredients and you get a smaller amount of experience.


Unless I've forgotten some thing, this is the basic crafting process. Beta testers feel free to add or correct anything I've written.

Thoughts from the community?

Edit: Corrected some typos, incorporated additional information.



Edited, Aug 11th 2010 9:28pm by KarlHungis
#2 Aug 11 2010 at 6:42 PM Rating: Excellent
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Wow, that really seems to be in depth with crafting. Really does make it look more of a class thena secondary skill.
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#3 Aug 11 2010 at 6:48 PM Rating: Good
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This sounds very promising. A little bit gimmicky but nice that you will need to pay attention to craft higher quality items. No more select desired number and then go get a beer...
#4 Aug 11 2010 at 6:48 PM Rating: Excellent
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Does it seem like recipes carried over from XI? Might help in the process of being resourceful. That was the recipe for brass ingots in XI, so one could assume you may be able to go into sheets then scales?

Also, this seems like a great anti-RMT measure. Not sure if a bot could be made logical enough for this sort of thing, meaning individual attention is required.

Thanks for the info, overall this seems like it'll make crafting a lot more fun then the "click one button and wait" method of XI.
#5 Aug 11 2010 at 6:49 PM Rating: Good
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Interesting for sure. Should be much nicer than just waiting for an animation to finish!
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#6 Aug 11 2010 at 6:54 PM Rating: Good
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Sephrick wrote:
Does it seem like recipes carried over from XI? Might help in the process of being resourceful. That was the recipe for brass ingots in XI, so one could assume you may be able to go into sheets then scales?


Some of the simplest items are the same, but over all they seem to be very different from what I've seen. For the most part you're going to have to learn all new recipes, either through experimentation or by going to spoiler sites.
#7 Aug 11 2010 at 6:55 PM Rating: Good
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So as long as your durability is not 0 you will not lose any ingredients?
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#8 Aug 11 2010 at 6:57 PM Rating: Good
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Sefi wrote:
So as long as your durability is not 0 you will not lose any ingredients?


Well crafting either ends when you hit 100 progress or 0 durability, so you either lose all ingredients or successfully make some thing. As far as I can tell, you can have 1 quality and 1 durability when you reach 100 progress, and you'll still successfully make the basic version of whatever you were trying to make.
#9 Aug 11 2010 at 7:03 PM Rating: Good
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Please tell me you don't have to face a particular direction or perform it on a certain time of day of the week.
#10 Aug 11 2010 at 7:08 PM Rating: Good
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rubina wrote:
Please tell me you don't have to face a particular direction or perform it on a certain time of day of the week.


No one has had a chance to test thoroughly enough to know if any of that is still a factor. I suspect, knowing S-E, that there will definitely be additional factors like stats or elemental alignment or day of the week. It's possible that in order to get the very highest quality items you will need every factor working in your favor.

There's a lot of stuff I didn't talk about in the OP in order to not confuse people. For example, you can buy synthesis support from your guild, which temporarily raises your skill, for the cost of some gil, and there are many tiers of tools for crafters to use (better saws for a carpenter, for example) as well as a lot of stuff I'm sure that no one has seen yet.

Edited, Aug 11th 2010 9:11pm by KarlHungis
#11 Aug 11 2010 at 7:08 PM Rating: Good
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Quote:
Please tell me you don't have to face a particular direction or perform it on a certain time of day of the week.


Even in XI that was a theory and became a sort of thing that the community did because it didn't hurt anything anyway. It was a Pascal's Wager sort of thing.
#12 Aug 11 2010 at 7:09 PM Rating: Decent
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thanks for this detailed post!
#13 Aug 11 2010 at 7:11 PM Rating: Excellent
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Yeah there are a lot of recipes that are similar to FFXI but that is only the standard stuff (moko grass = low level thread, thread = cloth etc.) but there is a couple extra things added to the crafting recipes that FFXI didn't have and that is the crafting components which lead to more complex items. Now to make armor or weapons you need to make or buy the appropriate components like a hilt and blade and grip for a sword. These components are often crafted through the raw materials you can find and then its just a matter of getting the right crystal (and craft obviously) and put the components together to get the final product.

Here is the other thing, quality actually means a lot more then a simple +1 in this game, you can get crafting ingredients and components in the HQ+2+3 etc. and these help in a number of ways. As a component they add durability or quality onto a new product you are crafting right from the start (which in turn gives you a higher chance at an even better final product). Something like a sword when fully crafted and its of higher quality will also have some higher RAW stats just like FFXI but because stats are on a much higher scale, so to are all your HQs. Basically if you work on it, you will have more control over the overall quality of your final item now then the luck oriented gamble that was FFXI crafting. There is also dyes to add nuances to the crafting which allow you to customize the color scheme a bit during when you make a final product. At least all this information is what I have observed thus far.
#14 Aug 11 2010 at 7:13 PM Rating: Good
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You know even with this information just of crafting, i think the alowing of slight information if going to really peak intrest :P
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#15 Aug 11 2010 at 7:22 PM Rating: Good
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croythegreat wrote:
Yeah there are a lot of recipes that are similar to FFXI but that is only the standard stuff (moko grass = low level thread, thread = cloth etc.) but there is a couple extra things added to the crafting recipes that FFXI didn't have and that is the crafting components which lead to more complex items. Now to make armor or weapons you need to make or buy the appropriate components like a hilt and blade and grip for a sword. These components are often crafted through the raw materials you can find and then its just a matter of getting the right crystal (and craft obviously) and put the components together to get the final product.

Here is the other thing, quality actually means a lot more then a simple +1 in this game, you can get crafting ingredients and components in the HQ+2+3 etc. and these help in a number of ways. As a component they add durability or quality onto a new product you are crafting right from the start (which in turn gives you a higher chance at an even better final product). Something like a sword when fully crafted and its of higher quality will also have some higher RAW stats just like FFXI but because stats are on a much higher scale, so to are all your HQs. Basically if you work on it, you will have more control over the overall quality of your final item now then the luck oriented gamble that was FFXI crafting. There is also dyes to add nuances to the crafting which allow you to customize the color scheme a bit during when you make a final product. At least all this information is what I have observed thus far.


Yea this is a lot of great additional information. I've seen people harvest a lot of higher quality ingredients, but I wasn't sure what the exact effect of those was and didn't want to speak out of school. Thank you.
#16 Aug 11 2010 at 7:23 PM Rating: Excellent
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So has anyone figured out the deal with crystals? I heard there's grades like shard, crystal and cluster?
#17 Aug 11 2010 at 8:56 PM Rating: Excellent
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I'm so excited abt crafting, i was wondering if there is any information regard guildleve on crafting and exp gain in comparsion to fighting class.
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#18 Aug 11 2010 at 10:52 PM Rating: Good
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I haven't had any experience with Clusters yet, but supposedly depending on the recipe it may call for clusters.

There are Clusters, Crystals, and Shards. For most of the crafting that I was able to do I only used shards and crystals. All of them stack up to 999 just FYI. They don't take up inventory, and are stored on a seperate TAB.

The tabs are:

Inventory, Crystals, Key Items, Bazaar

With regards to the recipes. I started off as a cook and one of the recipes was for Orange Juice. In FFXI it was Oranges x 4 + Water Crystal. In FFXIV it's Oranges x 4 + Lightning Shard so... I dunno.

It was for a quest so I didn't get to see the effects of it and am currently scouring the city for people that have lightning shards, but THEY'RE GREEDY JERKS lol.
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#19 Aug 11 2010 at 11:44 PM Rating: Excellent
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KarlHungis the Prohpet wrote:
Sefi wrote:
So as long as your durability is not 0 you will not lose any ingredients?


Well crafting either ends when you hit 100 progress or 0 durability, so you either lose all ingredients or successfully make some thing. As far as I can tell, you can have 1 quality and 1 durability when you reach 100 progress, and you'll still successfully make the basic version of whatever you were trying to make.

First off, let me state that I am in the beta. Have been since phase 2.

If your durability reaches zero, you do indeed fail the synth, even if your progress reaches 100% at the same time. I had it happen to me on two separate occasions while blacksmithing.
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#20 Aug 12 2010 at 1:08 AM Rating: Good
How did cooking work? Was it the same as other crafts?
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#21 Aug 12 2010 at 1:27 AM Rating: Default
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Lots of questions:

Is there an in-game tutorial on crafting or did people figure everything out themselves?

Also, what are crafting guildleves like, and what are the benefits of leveling a crafting class in terms of abilities and such (outside of being able to tackle new synths obviously)

Also, (Yeah, no thesaurus; whatever) does anything in the game actually TELL YOU what the recipes are for things or do you just have to try to combine ingredients randomly and hope you hit something that actually combines?

What happens if you try to attempt a synth over your level? Does it warn you that you have a higher rate of failure? Does it tell you you can't do it at all?

If you just hit standard the entire way through, is the synth guaranteed to be a success? e.g.Can it still reach 0 durability if you never use rapid or bold?

Is there a minimum durability required for the synth to be "successful"? Are there HQ synths like XI, and if so, how high does the quality have to be to get an HQ?

If you attempt a synth significantly below your crafter level, do you notice a reduced rate of durability decay and/or an increased rate of quality gain versus performing the same synth at level or even below the level of the synth?

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#22 Aug 12 2010 at 6:13 AM Rating: Good
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digitalcraft, Goblin in Disguise wrote:
How did cooking work? Was it the same as other crafts?

I'm pretty sure they just added it with phase 3. I'm going to try it later and find out, but I would think it's the same.

Mikhalia the Picky wrote:
Lots of questions:

Is there an in-game tutorial on crafting or did people figure everything out themselves?

Also, what are crafting guildleves like, and what are the benefits of leveling a crafting class in terms of abilities and such (outside of being able to tackle new synths obviously)

Also, (Yeah, no thesaurus; whatever) does anything in the game actually TELL YOU what the recipes are for things or do you just have to try to combine ingredients randomly and hope you hit something that actually combines?

What happens if you try to attempt a synth over your level? Does it warn you that you have a higher rate of failure? Does it tell you you can't do it at all?

If you just hit standard the entire way through, is the synth guaranteed to be a success? e.g.Can it still reach 0 durability if you never use rapid or bold?

Is there a minimum durability required for the synth to be "successful"? Are there HQ synths like XI, and if so, how high does the quality have to be to get an HQ?

If you attempt a synth significantly below your crafter level, do you notice a reduced rate of durability decay and/or an increased rate of quality gain versus performing the same synth at level or even below the level of the synth?


I haven't tried starting as a crafter yet, but starting as a Fisher eventually gave me a tutorial guildleve for fishing. I would think starting as a crafter would do the same thing. You can also get crafting guildleves, but I haven't done that yet.

I do know (based on having tried a little smithing) that some recipes can potentially produce more than one type of item. For example, bronze needles and bronze arrowheads use the same base ingredients.

The minimum durability for a successful synth is 1. If you hit 0 at any time, even 100% completion, you still fail.

Attempting a synth over your crafter level results in a message that you think you're better off trying it when you have more skill.

I'm hoping someone who's done more crafting than me can answer the rest of your questions.
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#23 Aug 12 2010 at 6:30 AM Rating: Good
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Just gonna answer the ones I'm 100% confident about.

Quote:

If you just hit standard the entire way through, is the synth guaranteed to be a success? e.g.Can it still reach 0 durability if you never use rapid or bold?


No, synths are never guaranteed. You can and will fail standard synths for an item that's not trivial to you, especially when your crystal becomes unstable or chaotic, but even some times when it's stable. Standard just has a very favorable ratio of durability to progress to quality, while Rapid and Bold are very imbalanced towards a particular goal (Rapid gives a lot of progress, Bold gives a lot of quality).

If your goal is simply to not fail a synth but you don't care about the quality, Rapid is actually the best option.

Quote:

Is there a minimum durability required for the synth to be "successful"?


It has to remain over 0 when progress reaches 100. 1 durability is fine.

Quote:

Are there HQ synths like XI,


Yes, this is the entire point of trying to raise your quality rather than just doing "rapid" every time. There are three levels of HQ.

Quote:
and if so, how high does the quality have to be to get an HQ?


I believe it varies from item to item. My observation is that generally you wanted 100 quality to achieve HQ 1, and I didn't see any successful HQ 2 or 3 combines.

Quote:

If you attempt a synth significantly below your crafter level, do you notice a reduced rate of durability decay and/or an increased rate of quality gain versus performing the same synth at level or even below the level of the synth?


If you attempt trivial items, your success rates are much higher, so you could, for example, choose "Bold" every round and wind up with a 200 quality item or better (assuming you never failed). I'm not sure what the effect of higher skill is on the results you get each round.
#24 Aug 12 2010 at 8:34 AM Rating: Excellent
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I just wanted to add to this since I tried weaving in both phases 2 and 3 and significant changes have taken place.

The first thing I tried to make in phase 3 was some hempen thread. In beta phase 2 this synth required 2 moko grass and 1 lightning shard, it produced 3 hempen thread. (Sometimes an HQ occurred as I got higher and I would recieve 7 or 9 hempen threads) In Phase 3 the synth for hempen thread is 2 moko grass and 8 lightning shards. . which produced 32 hempen threads for me. This was my first synth, not a HQ. After about a stack of 12 moko grass (and quite a few breaks) I had nearly 99 spools of hempen thread.

I find this to be very encouraging as a crafter. Essentially this eliminates the need to constantly purchase or harvest materials in order to level. You can put in an initial investment, and spend quite some time making cloth out of your many stacks of thread with only crystal shards to worry about.

Also, someone asked about crafting guildleves. You speak to an NPC about localguildleves and select which guild you'd like. You're then sent to find yet another NPC who will initiate your quest and supply you with all the crystals and materials you need.

My first crafting leve took place in the field just outside the city near the aetheryte crystal. The NPC gave me 4 sets of material to make 3 sets of a piece of clothing. After speaking to the NPC you select Synthesize from your main menu, then select 'requested materials' (i believe is what it was called), which will bring up a drop-down menu from which you can choose the leve you're synthing for. Once you choose the quest, the materials will appear and you can begin synthing. You get graded on your performance and are rewarded based on that grade. I made 3/3 with 1 break and got a grade of 80, which gave me 5 bolts of cotton cloth, 4 fire crystals and 122 gil. I also leveled from rank 1 to 3 weaving during the quest, with each synth giving me 1000+ weaving exp.

I havn't crafted much as I've been experimenting with pugilist and more melee based classes this go around (last time it was all magic, gathering and crafting) so my experience in phase 3 is limited (a lot has changed). However, I am pleased with how crafting is progressing and am excited to continue leveling DoH and DoL classes.
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#25 Aug 12 2010 at 8:42 AM Rating: Good
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Remember SE bumped up the exp for RANK and CLASS in phase 3 so people get to higher levels faster to test them. When the game is released you will see the exp go way down and the amount of items you Synth.
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#26 Aug 12 2010 at 8:48 AM Rating: Good
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Frebaut wrote:
Remember SE bumped up the exp for RANK and CLASS in phase 3 so people get to higher levels faster to test them. When the game is released you will see the exp go way down and the amount of items you Synth.


Right, which is funny because it took me longer to level weaver in this go around. On Pugilist I was rank 14 in about 2 hours time... but with weaver I just kept getting EXP until I tried a levequest and got weaving skill. It could be the synths i'm attempting. What worked in phase 2 might not be optimal in phase 3.

Also, there are more ingredients this time around, I see flax and such and am excited to figure out some new crafting recipes. (or for someone else to ... <_<)
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#27 Aug 12 2010 at 8:50 AM Rating: Default
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True or it broke any you needed to change a zone/warp or log out. I know that was happening in Phase 2.
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#28 Aug 12 2010 at 9:26 AM Rating: Decent
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KayannaBigGrr wrote:

There are Clusters, Crystals, and Shards. For most of the crafting that I was able to do I only used shards and crystals. All of them stack up to 999 just FYI. They don't take up inventory, and are stored on a seperate TAB.

The tabs are:

Inventory, Crystals, Key Items, Bazaar


Wow... My heart practically skipped a beat reading that haha. I can't tell you how many crystals I tossed when partying just because I didn't have the room to keep them (probably in the tens of thousands of gil's worth every time I left a city to party).

EDIT: Should be a bit more clear this time. Sometimes I rush when posting from work ("My code's compiling!").

Edited, Aug 12th 2010 12:56pm by PLDXavier
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#29 Aug 12 2010 at 10:11 AM Rating: Default
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10's of thousands? i remember when a stack of fire crystals was 12k XD

i wasn't big into crafting in XI. i got smithing to 63 then my char got deleted and i didnt feel like investing the time and gil to bring another craft up.

But this system for crafting seems somehow more exciting to me. perhaps its because crafting is considered its own class now. i may even start out as a crafter or gatherer in an attempt to make my own stuff and things for my friends
#30 Aug 12 2010 at 12:05 PM Rating: Decent
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have to say crafting seems 100 per cent more awesome than it was in XI
#31 Aug 12 2010 at 2:11 PM Rating: Good
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One other thing that should be added about crafting is that you have a lot of options on just 'what' you want to profit off of or specialize in. When I mentioned that 'component' part earlier, yeah well a lot of your crafting components for larger items require stuff from the other crafts. Some (at least in beta 2) could be found by just buying from an NPC but a lot of the new recipees require stuff you can only get from having another crafter synth. This means in order to be a master crafter you might need to level multiple crafting classes just so you can make your own raw materials for items. Or you need to find a friend that specializes in the craft you need for another item or you just flat out need to buy it from the bazaar or the eventual AH. This sort of stuff was in FFXI crafting system but its taken to a much higher level in FFXIV. Most of the big stuff (Weapons, armor, tools) require multiple things from other craft classes' components.

I know at least one craft for sure required a component from weaving and one component from leathercraft but was primarily an armourer recipe. Take that into consideration when planning your crafting life.
#32 Aug 12 2010 at 2:19 PM Rating: Decent
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I know most of you are experimenting with crafting. Have any of you reached to a point where you were able to make fancy clothes? I mean actual clothes that you can sport around and look stunning :)
(since you guys got beta 3 and the EXP boost and item drops probably favors you )
#33 Aug 12 2010 at 5:25 PM Rating: Good
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Maybe the colors the the crystal change correspond to weather. Hitting WAIT and getting the right color for the current weather could increase chances (or decrease if you have opposed weather).

Do the crystals change color in a certain order or is it random?

Is there an equal number of weather conditions and crystal colors?

Sounds like you have to do BOLD > BOLD > BOLD and then hope for a chaotic crystal to give you 100% progress in one round to get the highest quality.
#34 Aug 12 2010 at 5:30 PM Rating: Good
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RufuSwho wrote:
Maybe the colors the the crystal change correspond to weather. Hitting WAIT and getting the right color for the current weather could increase chances (or decrease if you have opposed weather).

Do the crystals change color in a certain order or is it random?

Is there an equal number of weather conditions and crystal colors?

Sounds like you have to do BOLD > BOLD > BOLD and then hope for a chaotic crystal to give you 100% progress in one round to get the highest quality.


Or maybe just very high quality components. Keep in mind that Disciples of the Land can actually harvest stuff like "Elm Log +2" and such. If you are using high quality logs to make high quality lumber to make a high quality axe handle to make a high quality axe... well, if every thing goes right the entire way you might wind up with a very high quality axe.

I suspect that as time goes on, high quality components will become sought after by crafters and fetch a very high price.
#35 Aug 12 2010 at 6:12 PM Rating: Good
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For those that are crying about the crafts 'not being worthy of a class' (and this also goes for the gathering professions) I thought I'd mention a couple other things in regards to the progression of crafting. Early on all you need is a simple 'arms' (Main hand/class defining tool) and occasionally an off-hand tool specific to your class. Here is the thing, as you level up and go through guild-leves or learn more things in crafting, you get newer and better tools just like you would get better weapons in a damage dealing class, you also can get armor specific to crafting or even specific to your craft that is 'optimal' at certain ranks. Furthermore what type of tool you use (both main hand and off hand) could determine how well you do for 'certain' recipes (for now this unknown just how much it effects your crafting other then it just won't let you craft on certain recipes without the right off hand tool). In otherwords you can't just grind a craft and expect to be an expert, just like the rest of the game you might have gear and tools that will be better for certain situations or recipes. Also as you level up a craft, you can get more abilities to use during the crafting process or get traits that activate (with luck or on a trigger) based around situations during your crafting session. All this is all prevalent on the gathering jobs in some form.
#36 Aug 12 2010 at 6:49 PM Rating: Decent
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that is awesome Croy - good to hear that

Edited, Aug 12th 2010 5:50pm by Olorinus
#37 Aug 12 2010 at 8:48 PM Rating: Decent
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Crafting and gathering classes. Oh man, I can't wait to play this game. I'm going to be a crafting fool. I may not even pick up a weapon or stab a monster for a long while because I'll be so busy with just crafting and gathering. DO WANT NAO!

Edit

Crafting and gathering in XI was ok but basic if anything. Playing other MMOs left me wanting more out of it. Crafting and gathering seems to be more entertaining and more in depth in XIV. I think I'm going to be playing this game for a very long time.

Edited, Aug 12th 2010 10:56pm by CupDeNoodles
#38 Aug 12 2010 at 9:45 PM Rating: Decent
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Couple more questions:

a) So if you are grinding crafting skill/experience (i.e. you don't care about quality or quantity, just want to skill up as fast as possible) - you spam the "rapid" option?

b) Does a HQ result in more exp than a standard/basic quality produce i.e. if skilling up, would you aim for quality or standard/basic output?
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#39 Aug 12 2010 at 9:47 PM Rating: Decent
Very nice info for crafting, reminds me of the crafting system for Vanguard. I only played it for a short time but lots of similarities. Many pieces making up the end item (sword or armor), all crafted and the higher those individual items the higher quality for the end piece. Same with high quality raw material, the higher you start with the higher your end result can be.
#40 Aug 12 2010 at 9:58 PM Rating: Good
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Dik wrote:
Couple more questions:

a) So if you are grinding crafting skill/experience (i.e. you don't care about quality or quantity, just want to skill up as fast as possible) - you spam the "rapid" option?

b) Does a HQ result in more exp than a standard/basic quality produce i.e. if skilling up, would you aim for quality or standard/basic output?


It doesn't really work quite that way. The crafting mini-game is over when your progress reaches 100%. Spamming the rapid option may result in failures which would hinder your progress and may eventually end in a break, you have to watch your crystal for cues...is it sparking? has it become chaotic? is it getting unbalanced. Just spamming rapid would cause you to ignore these cues and make your life difficult. Personally, I feel like I have a larger hand in my craft and its progress in this game than XI.

You skill up when the synth is finished, sometimes even if you fail. I have not noticed any change in exp due to quality.
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#41 Aug 12 2010 at 10:35 PM Rating: Decent
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Quote:
It doesn't really work quite that way. The crafting mini-game is over when your progress reaches 100%. Spamming the rapid option may result in failures which would hinder your progress and may eventually end in a break, you have to watch your crystal for cues...is it sparking? has it become chaotic? is it getting unbalanced. Just spamming rapid would cause you to ignore these cues and make your life difficult. Personally, I feel like I have a larger hand in my craft and its progress in this game than XI.

You skill up when the synth is finished, sometimes even if you fail. I have not noticed any change in exp due to quality.


Yeah, which was what I was kind of getting at...so provided you stabilise the crystal (i.e. avoid the chaotic or unbalanced state), if you are simply trying to increase your skill at the fastest rate, you would just spam the Rapid option.

Not saying whether it's good or bad, more just trying to work out various strategies for a crafting class...eventually someone will have to write up a crafting 101 guide.

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#42 Aug 12 2010 at 10:53 PM Rating: Decent
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Thanks a lot, this post is great for people who is focusing on crafting than the actual hunting part of the game.
#43 Aug 13 2010 at 6:26 AM Rating: Good
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So while crafting is the only "safe" thing we can do for a chaotic/unstable crystal to wait? Do we WANT it to be flashing certain colors? I was once making copper ingots and it was going mainly wind element (glowing green and I got messages that the wind element had gone chaotic/stabilized) but you'd THINK ingots were all fire... this was on a "lightning" day I think. (there was a yellow circle to the left of the moon)

On an unrelated note what's the pulsing gold circle thing up in the upper right of my map?
#44 Aug 13 2010 at 7:41 AM Rating: Good
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rubina wrote:
Please tell me you don't have to face a particular direction or perform it on a certain time of day of the week.


Holy cow, still? Directional synthing in FFXI was never more than mere speculation by players reading way too much into a obscure NPC comment. There was never any validity in it, yet people still believe it. The players had so many stupid superstitions in FFXI, so I'm sure people will believe the same things in XIV. If you want to believe them, regardless of any lack of proof, but instead testimonals of "I feel I got more HQs while facing NE and jumping on one leg", go ahead.
#45 Aug 13 2010 at 7:45 AM Rating: Good
Vawn43 wrote:
rubina wrote:
Please tell me you don't have to face a particular direction or perform it on a certain time of day of the week.


Holy cow, still? Directional synthing in FFXI was never more than mere speculation by players reading way too much into a obscure NPC comment. There was never any validity in it, yet people still believe it. The players had so many stupid superstitions in FFXI, so I'm sure people will believe the same things in XIV. If you want to believe them, regardless of any lack of proof, but instead testimonals of "I feel I got more HQs while facing NE and jumping on one leg", go ahead.


With how much risk was involved in high level synthing in FFXI, it's no wonder people had such crazy superstitions.
#46 Aug 13 2010 at 8:05 AM Rating: Good
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Quote:
With how much risk was involved in high level synthing in FFXI, it's no wonder people had such crazy superstitions.


I was posting my comment to be more of a jest. It's just odd seeing how the crafting community's beliefs range from game to game. FFXI had some of the most off the wall beliefs while other games had little to no quirky beliefs. I thought it was odd all those years ago when some of the blacksmithing community in EQ1 said that the best way to blacksmith is when your character is drunk. Meanwhile in a game like AnarchyOnline, I don't recall any quirky beliefs on how to get better crafting results.
#47 Aug 13 2010 at 8:29 AM Rating: Good
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Tweezle120 wrote:
On an unrelated note what's the pulsing gold circle thing up in the upper right of my map?

NPC linkshell. If it's pulsing, I believe that means Baderon is trying to contact you.

As for the comment about facing NE while jumping on one leg, I know it was meant as a joke, but you kneel while crafting. Your anvil, spinning wheel, etc. is out in front of you. I thought that was much nicer than some crystal floating between your hands.
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#48 Aug 13 2010 at 10:21 AM Rating: Good
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SO I did better this time, but I think only by luck....

My crystal went unstable A LOT LESS, but I have no idea why; I have the same guardian and class rank as last time, but a higher physical level.

When my crystal went unstable, waiting never helped, (no visual change in crystal's appearance, no messages) I usually waited 3 or 4 times in a row before I just synth'd BUT I almost always seem to succeed after waiting so maybe it improves your odds?

Do we know what sparking means? it isn't accompanied by a destabilize/stabilize message (or any message) and I've heard it sparking at two different speeds, but don't know how that effected my synth. I cant remember if a successful or failed round produced them, or what type of round made them go away. Are they maybe the opposite of destabalized rings? are they a good sign?

When an element goes unstable I see your crystal gets little colored rings around it denoting which element is unstable, I wonder if it matters WHICH element is unstable as to how you help stabilize it?

Anyone feels that hitting your craft choice in a certain part of the round timer is best? I've always tried letting it run to the very lowest, and that seemed great, but then I had a bad streak and hitting it soonest seemed best. It's either random, or perhaps important to "switch it up?"

Yes hitting 100% progress and 0% durability at the same time kills you... oh gosh, SO CLOSE!
#49 Aug 13 2010 at 3:19 PM Rating: Good
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rubina wrote:
Quote:
With how much risk was involved in high level synthing in FFXI, it's no wonder people had such crazy superstitions.


I was posting my comment to be more of a jest. It's just odd seeing how the crafting community's beliefs range from game to game. FFXI had some of the most off the wall beliefs while other games had little to no quirky beliefs. I thought it was odd all those years ago when some of the blacksmithing community in EQ1 said that the best way to blacksmith is when your character is drunk. Meanwhile in a game like AnarchyOnline, I don't recall any quirky beliefs on how to get better crafting results.


Yeah, it was crazy. Even when SE themselves all but flat out said quit believeing all these random ideas, it seemed that 85% of crafters still believed all these theories with absolutly no proof (despite thousands and thousands of parses). Some people would only craft on certain days of the week, during certain moons, equip elemental staves based on what crystal they use, face certain directions... ****, even casting bar spells before attempting a cast. Allakhazam is still filled with hundreds of threads trying to figure out the mysterious "HQ Formula". People have even attempted selling this secret HQ forumla that they "got from a JP player" for RL money. I wouldn't be surprised if someone was dumb enough to buy it.

The HQ formula is very simple, but too simple for how superstitious FFXI players are:

 
Level Range  -10 - -1  0 - 10  11 - 30  31 - 50  51 - 70  71 - 90  91 - 110   
Success Rate  50%     95% (w/o crafting ring)     
HQ Rate   1-2%  8-10%  25%  50%   


Of course you also have people who still believe droprates are better during different moon phases or believe having a "Milionaire's Desk" in your Mog House gives you Treasure Hunter as well as making your moogle crap gil into your wallet when you aren't looking.
#50 Aug 13 2010 at 3:42 PM Rating: Good
Quote:


Of course you also have people who still believe droprates are better during different moon phases or believe having a "Milionaire's Desk" in your Mog House gives you Treasure Hunter as well as making your moogle crap gil into your wallet when you aren't looking.


I really hope they leave some of the really vague ability descriptions in the game. One of my favorite parts of FFXI was all of the forum superstitions and analysis threads added great flavor.
#51 Aug 14 2010 at 8:22 AM Rating: Good
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me and crafting friend have found out some interesting stuff:
Don't craft with the sound off! Sometimes the "pitch" of your crystal changes! Waiting is STUPIDLY important. letting your crystal "rest" between synths seems very important, only once has my state gotten "worse" (color improved but pitch got worse) while waiting. Otherwise it wont seem to change or even get better!

If you want to be a total craft geek (ESPECIALLY Blacksmithing) please Email me at Tweezle120@aim.com and I'll share a Google doc spreadsheet with you to help track synth results.

Has anyone ever gotten sparks to go away? they seem to be "unfixable" but we're not even sure if it's bad yet! >_<

My awesome friend's Blog

*NOTE* we've disproved a little of this info, BUT following this should dramatically increase success anyway. a return to what we call stable white isn't always good because if the pitch has changed your actually screwed.



Edited, Aug 14th 2010 10:23am by Tweezle120
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