... We honestly have one of the coolest GDs. he just pwned him on the forums with this response lol love it
Serious note
@our Gd and others that care: crafting, skillbased, and criticals
So, i dont get to play too much throught the weeks as i get way too much wife agro if vent is going and we are slaying **** for hours. When i do play on off raiding nights, my wife doesnt mind that its a game i can easily walk away from. With that said the game im talking about is final fantasy 14. It will never be AoC and nor would i want it to be, but one thing that they did that was profound was to seriously introduce a crafting system that was skill based. I always thought skill based crafting concept was cute at best but when you get down to the details, it is possible. What they had done was they had given players crafting skills/actions, crafting attributes, and a means to cognitively consider the many combinations. For example:
A crafter has two main stats craftsmanship and control. A crafter also has a certain pool of crafting points per crafting (think of it as crafting endurance and ill refer to it down below as CP). Craftsmanship is used to determine how fast can the crafter complete his her craft. Control (this is important) would determine how much quality can a crafter invest into an item
Each craftable item has a quality, durability, and craftmenship limit. Meaning that if you were to pump enough quality into the item before its durability gave out you would have a higher percent chance of a crtical item. Even 100% chance.
So, the dance and skill of the craftsmen came into place when he/she would have to consider how to use what skill in order to keep the durability high, the quality high as possible, and how much crafting endurance the crafter still has left (CP)
Some of the short comings was that you couldnt really have a chance to craft different types of rarity items. Just normal quality and high quality
Also, here is were funcom could introduce buffs that grant crafters elevated CP, control, etc. these buffs are used to supplement that which skill is still required ... Make sense?
Perhaps funcom is down the revamp path too far to even consider such options or thinking, but i would ask that they be considered?
Lastly, you know that skill is involved with a style like this when you see people posting up thier own strata on how they personally combine actions together to make thier HQ gear. People like to show that off more than (here is my ingredients, here is me clicking the button for a random chance)