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 Post subject: Revamping High-Quality Items (02/07/2012)
PostPosted: Tue Feb 07, 2012 4:00 am 
Square Enix
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The following thread located under “Updates” in the Official FINAL FANTASY XIV Forums has been updated:

[dev1237] Revamping High-Quality Items

Proceed to the thread.


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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Tue Feb 07, 2012 5:50 am 
Youre a Crappy HNM like Roc or something
Youre a Crappy HNM like Roc or something
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So they're finally making HQ items worth having. How exciting.


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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Tue Feb 07, 2012 9:42 am 
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lol. I do get sad that all these updates are now posted on the forums, which I can't access at work. By the time I get home, I completely forget about FF14 news. Can only get bits and pieces of an idea, based upon the responses. haha.

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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Tue Feb 07, 2012 10:03 am 
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Here ya go Rid. For some reason our filter allows me to check the forum links, but not the actual lodestone site.

[dev1237] Revamping High-Quality Items
* The following changes are scheduled for the 1.21 patch release.


Patch 1.21 will include a revamping of high-quality items (HQ items).

Currently, the conditions for producing HQ results during synthesis are not clear, and players are finding it difficult to make HQ items, even when using HQ ingredients. We are therefore reassessing the synthesis process to make it easier to judge the quality of finished items. We are also changing the specs for the following features: adjusting the Quality of a finished item, touching up, and displaying the HQ odds of a finished item. With this overhaul, it will be easier than before to synthesize an HQ item when using HQ materials.

Furthermore, equipping HQ gear will now boost bonus parameters in addition to base parameters.

Changes to the Synthesis Process

Quality and HQ odds will be changed as follows:

-During synthesis, HQ odds will be displayed as a percentage.
-When synthesis materials consist exclusively of normal items, the initial Quality will be close to zero. If all materials are HQ items, then the initial Quality will be around 500.
-When using Disciple of the Hand equipment and the appropriate abilities, Quality will improve during synthesis by 300 to 600 points.

(Example)
When all items are HQ items
Final Quality will be between 800–1,000 (odds of producing an HQ item range from 50% to 100%).

When all items are normal items
Final Quality will be between 300–600 (odds of producing an HQ item range from 0% to 10%).

* Actual figures are still under development. They may be adjusted or changed depending on feedback.

Changes to Touching Up

The process of touching up will be changed from "finishing" to "risky finishing," and tweaked as follows:
-If the synthesis does not result in an HQ item after the HQ assessment is carried out, players may make one attempt to touch up the item.
-On a touch-up attempt, the odds of successfully producing an HQ item will be half of those on the initial attempt.

If the touch-up succeeds, the finished item becomes an HQ item.
If the touch-up fails, the finished item is lost.

-Should the player decide that the HQ odds are too low and there is little chance of success in touching-up, the process may be skipped to keep the finished item as is.
-Touch-up can be used with any and all recipes.

Along with these changes, we also plan to change the name of the feature.

Changes to Experience Point Bonuses

The experience point bonus that is given in proportion to the quality of finished items will be increased.

Changes to the Attributes of HQ Gear

As before, HQ gear will boost basic parameters (physical defense, damage, attack delay, etc.), but will now boost bonus parameters as well (physical attack, magic attack, evasion, etc.)
* For each equipped item, only some bonus parameters will be enhanced.
* The change will also apply to existing HQ gear (with certain exceptions).

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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Tue Feb 07, 2012 12:44 pm 
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Thanks, Kluya.

That change sounds pretty good. I always liked the relative transparency of things in WoW vs FFXI and FFXIV. It was nice to see exactly how the items you used affected things. So I think being able to see a %chance to HQ an item seems pretty awesome. The touch up change should be interested. No more doing it 3-4 times after you hit 100% if you had some leftover durability. haha

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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Wed Feb 08, 2012 8:01 am 
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more stuff regarding crafting:

http://forum.square-enix.com/ffxiv/thre ... post543260

Regarding Crafting Changes in 2.0
Greetings! We wanted to pass along some information regarding the time gauge that appears when selecting crafting commands.

We are planning to remove the crafting time gauge around 2.0 timing. Currently the idea is that the time gauge maintains progression through crafting as you select crafting commands, but since the time gauge will be eliminated, it’ll be possible to halt crafting between commands.

Also, in regards to feeling like there’s not much meaning behind commands and the time gauge, in 2.0 we will be changing the current four command system into a two command system and each will have more weight behind them.

We will announce more specifics on the crafting system in 2.0 in the future.

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 Post subject: Re: Revamping High-Quality Items (02/07/2012)
PostPosted: Wed Feb 08, 2012 10:35 am 
Onionhead
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The problem i have with crafting is its either
1) too difficult, time-consuming, or inefficient, and therefore not fun
or 2) accessible, and therefore hard to find a niche and make a profit, not worth the effort

I never seem to care about money in a mmo, so I only craft if I think it would help me be self-sufficient later on. That's also a problem for me.

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