1. The main pain about crafting is RNG - the random number generator.
What i suggest is 2 assign to each player and each crafted item a randomly pregenerated string of values and go thorough it with each try, recording the position. So that one can craft item guaranteed in N tries, if chance is 1/N.
This way there won't be so much frustration, when you have 0 successful tries out of 43 with a 7% chance, like it happened to me yesterday.
After the string is through, it can be regenerated, so that feeling of randomness remains.
2. Crafting skill increase.
I suggest chars get special experience with craft tries, say 1% more effectiveness after a string of tries (see above) of 10% chance crafts. (The lower chance of tries the bigger effectiveness gain). Up to 100% more effectiveness or so. So that crafting get easier, but not very much. 5% becomes 10% at max.
3. Mining skill increase.
Same thing with mining. Say 100 mined lumps of ore give 1% effectiveness increase. Up to 100%. So that you get 1 lump twice as fast as a new player would.
Also thumbs up for the idea of better pickaxes and wood axes, crafted with a low chance.
4. Clan crafting
Might have a slightly better chance of success then by blacksmith, say 10% to 20% (10% => 11%-12%)
5. Materials used.
Strange thing happens to metals of failed crafts - they just disappear. I imagine the golden legs are ruined when you try to remake them into superior golden legs, but metal is metal.
So, maybe one could recover part of the materials used upon a failed craft?
Crafting revamped
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- kollex
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- Location: Kyiv, Ukraine
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- Posts: 3032
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Re: Crafting revamped
I love all this... I don't personally think it's top priority, but really, really good stuff
if it gets buried for long, bring it back up sometime

Beeware the Spiral Blitzbees...

- kollex
- Posts: 579
- Joined: Tue Nov 11, 2014 11:02 am
- Location: Kyiv, Ukraine
Re: Crafting revamped
Not all of those are top priority, but RNG is so darn hateful towards me



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- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Crafting revamped
LoL I feel your pain... drop rate and crafting rate both hate me :p
Beeware the Spiral Blitzbees...

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Re: Crafting revamped
This day is a good day for combatant to read through suggestions. . Nice one man.
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- Location: Germany
Re: Crafting revamped
good suggestions
- Secular
- Posts: 347
- Joined: Wed Aug 21, 2013 12:00 am
- Location: The Sword Coast
Re: Crafting revamped
Fantastic suggestion Kollex, I agree with everything you've posted other than the mining implementation —
(I think a minute is fairly quick for obtaining ore).
I'd love to see this in-game someday, it would increase incentive greatly for crafting, and additionally, more crafting ideas.
(I think a minute is fairly quick for obtaining ore).
I'd love to see this in-game someday, it would increase incentive greatly for crafting, and additionally, more crafting ideas.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
- re4ction
- Posts: 359
- Joined: Fri Mar 28, 2014 6:58 pm
- Location: Germany (Marburg)
Re: Crafting revamped
Very nice ideas i personally hope the 5th one gets implemented real quick cuz its really annoying when u lose everything at a failure 
