For my experience, I did significantly lower the crafting increase. I did some ballpark numbers (which I know are slightly inaccurate, but hopefully are close).
I do very much appreciate you providing settings allowing players to choose the time and ingredient cost we want to play with!!
350% felt very punishing when I started initially; I have only unlocked epic quality and for a generic crafting flow (ignoring productivity, which I know can be a significant boost):
- assembler (normal -> uncommon)
- recycler (uncommon -> rare)
- assembler (rare -> epic)
200% increase
at 200% increase, for one epic unit you need (reversing order above, and assuming near-100% quality increase via the epic modules I have available)
- 3x rare ingredients -> one epic
- recycler 25% times 200% means 36 uncommon -> 3x rare
- 108 normal -> 36 uncommon
so that's 108 units required to get a single epic item out.
100% increase
at say 100% ingredient (double normal), this changes to:
- 2x rare -> 1 epic
- 25% recycler * 2x = 8=16 uncommon
- 32 normal = 16 uncommon
Depending on your threshold for waste and supply of raw materials, maybe 100 units (or more) thrown into the sacrificial quality pit is acceptable to you, but having 1% of your input come back as the desired item feels quite time-consuming and wasteful, imo. (Sure, you can argue all the free resources from Vulcanus, Gleba, and Fulgora offset that, but to me, time is the most valuable resource, and I'd argue that the 3% return at 100% increase and 50% time increase is the lowest ROI I personally find tolerable.) I recognize if you apply quality earlier, to the input items, you can reduce this via productivity modules, but given that if you have less than epic quality modules, you may not even get up to the epic tier with this particular crafting sequence, so in my mind those roughly cancel out.
Recycling
As another post pointed out, the cost increase also applies to recyclers. At 100%, you have to recycle two units for a 25% chance of getting the increased quality of one units' worth, reducing it to 12.5% of input materials. This is extremely painful in the early game especially, and at higher qualities means a lot of waste for a chance of getting smaller and smaller percentage efficiency increases. While the exorbitant cost makes sense lore-wise, for those of us chasing the shiny legendary badges, it results in a lot of waste + time. Again, in-game-universe, this does make sense and I wouldn't hold it against anyone for agreeing with/sticking to the decisions Wube made in the original quality design of making legendary items incredibly expensive to acquire.
If the recycler cost were to be excluded, such that only one input unit is ever required, the 200-300% cost increase seems much more reasonable to me, as inputs would scale linearly rather than exponentially (if my numbers in this are right, which they very well may not be).
So I would definitely say lowering the default makes sense IMO, especially since (I, and I imagine many others) like this mod as it makes quality much more approachable, consistent, and potentially lowering the upfront resource and time cost to start up a quality factory.
Really appreciate all the thought and effort you put into making this! It's definitely made the quality aspect of gameplay much more enjoyable and useful for me!