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#41 |
Join Date: Dec 2006
Posts: 65
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Re: Production: Proposed crafting changes
To propose something for improving the chances of master crafter:
There could be a "precision crafting" stanza (lv250 skill needed to buy) which doubles crafting time and cost in focus for increased chance of success, for example +10% or +15% Right now difference is negligible between lvl241 craft and lvl250 craft, i should be much greater. |
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#42 |
Join Date: May 2006
Posts: 665
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Re: Production: Proposed crafting changes
Though I don't understand enough about crafting to make any useful contribution to this thread I am pleased that 'percieved' flaws in the system are being 'Improved'.
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#43 |
Join Date: Oct 2004
Posts: 1,407
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Re: Production: Proposed crafting changes
Overall, sound like pretty good ideas for changes to me, and I guess destruction of materials is a little part of GameForge's fix to the economy. Then I read that partial successes will only degrade in ql.
I never much liked the silly successes of overcrafting, but this now seems even sillier: level 140 pants crafter, at level 101 vests, will now have a 90% chance of crafting q120-q150 vests - without any degrade of the attributes, 10% chance of failure risking loss of half the materials. Doesn't seem right. |
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#44 |
Join Date: Apr 2005
Location: Southampton, ENGLAND
Posts: 933
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Re: Production: Proposed crafting changes
As the crafting changes are put in 'now in test' and the range as 'in dev' does that mean we will see these changes before we see range modded?
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#45 |
Community Liaison
Join Date: Nov 2005
Location: Paris
Posts: 490
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Re: Production: Proposed crafting changes
Yes, the crafting changes will come first. You will also be able to test them very soon on the ATS.
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#46 | |
Join Date: May 2005
Location: Fairhaven
Posts: 1,239
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Re: Production: Proposed crafting changes
Quote:
After reading this additional explanation, I like the proposed changes. However, the only reservation that I have is the overcrafting for useful items will become too easy. For example a Master HA crafter with a level 101 in LA will be able to easily overcraft q250-q200 LA. I think that the degrade quality should drop to 20% below the skill level being used to craft, rather than the quality of the item attempted. |
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#47 | |
Join Date: Oct 2006
Posts: 355
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Re: Production: Proposed crafting changes
Quote:
While i am still leveling my main craft, and realised the MASSIVE bonus this would give, ie master amp craft and u can craft ANY weapon garanteed Q200+ and it be useable, so it would be a HUGE bonus to me.. but, I agree with riveit, such a bonus shouldnt be possable. 20% below the level used.
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#48 |
Join Date: Mar 2006
Posts: 274
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Re: Production: Proposed crafting changes
cant wait to test this out on the ATS, and im nearly master jewler so hopefully this will help :P
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#49 |
Join Date: Oct 2006
Posts: 24
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Re: Production: Proposed crafting changes
I think you should fix the things that are really broken, instead of tampering with things that more or less work ok for most people (which may easily backfire).
What is broken with the craft system? It's the same thing that's broken everywhere in the game. The random number generator that you use is a piece of crap (excuse my language, but that's just what it is). Personally, I've seen 8 failures in a row followed by 6 degrades at 70% chance of success, using up a whole day worth of digging to produce a handful of junk. On other occasions, I've been producing 6 items with 5% chance of success and not a single failure. The chance to have 8 failures in a row at 70% chance (not counting the 6 degrades) is about 1:15,000, the chance to produce 6 items at 5% is 1:64 million. Heck, am I one lucky guy, I should really play lotto! Ask any level 250 mage who gets 3-4 resists in a row on a level 20 gingo. Ask any level 250 meleer who gets hit 3-4 times while still missing the same gingo. Ask any serious crafter how ill-balanced success/failure rates are. Nobody would mind if things like this happened once in a life time. After all, we're talking of chances here, and even rare constellations can happen --- rarely. However, the like events are no exceptions, they are (almost) the rule. There is nothing wrong with ruining one out of 20 items, and there is nothing wrong with being hit by a gingo once in a week. However, if the probabilities are so grossly distorted as they are now, it is really annoying. Fix the random number generator, and you have fixed much more than only the crafting system. A lot of people will be a lot happier, and you get a significantly more enjoyable game experience with less work. Maybe you also want to consider that idea of a "precision crafting" stanza for master crafters. It sounds like a good idea, as it really gives significance to "master", and it would be a good reward for a new encyclopedia rite, too. |
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#50 | |
Join Date: Nov 2006
Posts: 137
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Re: Production: Proposed crafting changes
Quote:
Yes, I agree that the current random number generator is abysmal. But I'm not sure how easy it is to fix, as computers are incapable of producing a truely random number, and most of the mathematical tricks i can think of to make a 'false' random number generator less prone to long runs of the same result would require a lot of cpu time when applied to an entire shard |
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