Crafting revamped
Posted: Mon Dec 01, 2014 5:19 pm
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?
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?