Author Topic: Crafting special items  (Read 3291 times)

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chegewara

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Crafting special items
« on: October 16, 2009, 07:24:54 PM »
I think it should be difference between creating rare items tier 1 and higher tiers. More complicated items is harder to craft than less complicated items. My proposition is to decrease chance to craft rare items 1% per tier.
Maybe like this (without tools)

tier      rare     legendary    epic
tier 1    5%           -            -
tier 2    4%           2%         -
tier 3    3%          1,5%     0,75%
tier 4    2%           1%        0,5%
tier 5    1%          0,5%     0,25%

I really think that diffrences should be higher, but i have no idea how big

Offline Jago

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Re: Crafting special items
« Reply #1 on: October 31, 2009, 12:48:36 PM »
I think it should be difference between creating rare items tier 1 and higher tiers. More complicated items is harder to craft than less complicated items. My proposition is to decrease chance to craft rare items 1% per tier.
Maybe like this (without tools)

tier      rare     legendary    epic
tier 1    5%           -            -
tier 2    4%           2%         -
tier 3    3%          1,5%     0,75%
tier 4    2%           1%        0,5%
tier 5    1%          0,5%     0,25%

I really think that diffrences should be higher, but i have no idea how big

Consider the items requirements and the need to successfully produce a rare item to increase your crafting skill so the that you can try to make a legendary item and then a epic one.

Your way at tier 5 you need to do 100 attempts to get a maybe 5% increase in the skill, then another 100 attempts and so on.

2.000 attempts as an average to be capable to try to produce a legendary item.

After gathering all the necessary items.

Even without the gathering part it mean using all you AP for 83 days (premium subscription, normal is  166).

Most people will stop playing for deadly boredom well before that.

chegewara

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Re: Crafting special items
« Reply #2 on: October 31, 2009, 12:58:54 PM »
really? and did you count bonuses from tools? now you can get even 20% from tools tier 5 to craft rare items, 10% to craft legendary items and 5% to craft epic items. this is 1 epic item for every 2 days for players without premium. in this moment is 33 players tier 5 and start this realm about 5-6 months ago. do you know how many epic items players craft in this time? for me crafting epic items is too easy, especially in higher tiers

Offline newcomer

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Re: Crafting special items
« Reply #3 on: November 01, 2009, 01:32:02 PM »
really? and did you count bonuses from tools? now you can get even 20% from tools tier 5 to craft rare items, 10% to craft legendary items and 5% to craft epic items. this is 1 epic item for every 2 days for players without premium. in this moment is 33 players tier 5 and start this realm about 5-6 months ago. do you know how many epic items players craft in this time? for me crafting epic items is too easy, especially in higher tiers

Chegewara, it's more profitable to make higher tiers items than lower ones. I am crafting atm superb dark ash longbows and selling ordinary ones in NPC shops for 1625 gold each. For example I will take around 160 gold for superb short bow. Same 1 AP spent.
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Offline Jago

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Re: Crafting special items
« Reply #4 on: November 01, 2009, 02:04:24 PM »
really? and did you count bonuses from tools? now you can get even 20% from tools tier 5 to craft rare items, 10% to craft legendary items and 5% to craft epic items. this is 1 epic item for every 2 days for players without premium. in this moment is 33 players tier 5 and start this realm about 5-6 months ago. do you know how many epic items players craft in this time? for me crafting epic items is too easy, especially in higher tiers

Ok, I accept that after you get there you have a high chance of building a legendary item, but what I am speaking of is the road to get there.

Probably the problem is the creation system as it appear too linear.

A alternative way to produce high grade items could be to require to produce high grade components.

To make an example:

to produce a legendary sword are needed 8 legendary metal ingots (called something like perfectly refined metal xx), 4 legendary sharpening stones (perfect sharpening stones?) and and 4 legendary gems (you can call them something like perfectly matched gem xx)

to produce the metal ingots you start with 32 common ingots and refine them to 16 rare ingots, then the 16 rare ingots to 8 legendary ingots

same for the  sharpening stones with the difference that you start with 16 to get the 4 legendary stones

same for the gems (starting 16, final 4)

At this point you can build your legendary item with a high or automatic chance of success, but the cost is high: a lot of resources and AP.

What are the advantages of this system:

1) you start aiming for the special item instead of getting it randomly;

2) every step of the process you see it advance so there is more personal satisfaction than the system attempt/fail, attempt/fail, till you get a  success

3) you avoid a glut of failed attempts that people will sell at the auction house for a few gold pieces above the NPC buying price


Naturally it need to be balanced and my numbers are only placeholders that can be easily changed, but to me it seem an interesting suggestion.


My idea general is that building a higher quality item should require more work, not be the result of a random dice throw.