Suggestions To Improve Ishgard Rankings And Diadem

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Not usually one to make suggestions but the past season has caused a lot of controversy among people in the game, from people angry about bots, people angry about sandbagging, people angry about the leader board being less skill and more "who has the most free time", people angry about toxic players and people angry because people are angry.
As it stands, I feel there's flaws in the current way Skybuilder Rankings are calculated. The delivery system and collectable system from non-seasonal rankings I think work fine as it is. It's a collectable system, you craft, get points and scrips. Brilliant. The issue I find with the current system is primarily the leader boards for the Seasonal Rankings. I find myself in mild agreement with how the leader boards as they are are more a testament to who has more time on their hands to do this stuff. So I wish to present a few suggestions to not only enhance the rankings but also some QoL improvements.


Ishgard Expert Collectables
Currently they follow the same system as Rowena's House of Splendours. You craft a collectable, there's three tiers to the collectability. Higher tier = higher reward. I don't have an issue with this system, the main change I wish to present to the expert deliveries is the removal of a collectability cap. Given how the game has now explicitly separated normal crafts and collectable crafts, I would believe it would be feasible to introduce this change. Rather than capping at 8240 collectability, allow it to go up to 9,999,999 (not that someone would be capable of that). This promotes a much more focused approach to the collectable with the aim of getting 'As high as possible', rather than 'get to the cap'. This plays into my suggestion for improving the skybuilder rankings which I shall address in the next section.

Second suggestion for expert deliveries would be an introduction of more conditions. Currently we have Pliant, Good, Sturdy, Centered and Normal. I would present a few changes to this.
Primarily the introduction of these two new conditions;
Delicate - Synthesis Actions 50% less effective, Quality Actions 50% more effective
Robust - Quality Actions 50% less effective, Synthesis Actions 50% more effective
This would provide a greater focus on the importance of conditions and playing around the conditions that pop up. To this end, I would also remove Good, as it fulfils the same requirement as Delicate. I would also propose adding proc conditions to Precise Touch (Available only when material condition is Good, Excellent or Delicate) and to Tricks of the Trade (Available only when material condition is Good, Excellent or Robust).
While these are two conditions I present now, I would hope this would open the way to more conditions potentially being added in the future, as I feel the condition changes are the most interesting part of Expert Crafting and I would love to see more in the future.​

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