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#1 |
Community Liaison
Join Date: Nov 2005
Location: Paris
Posts: 490
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Production: Proposed crafting changes
We are modifying the success and failure rates in order to have a more reliable and more logical system. This will also allow us to fix an issue related to crafting partial success rates.
Click here to know what are the changes we are working on. Please give us your feedback in this thread. Last edited by Marjo : May 3rd, 2007 at 12:55 PM. Reason: URL updated |
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#2 |
Join Date: Apr 2005
Location: Southampton, ENGLAND
Posts: 933
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Re: Production: Proposed crafting changes
*thumbs up* Tho wont this mean it will be easier to get more experience with overcraft? EDIT: Just to clarify, If i craft sumthing 100 levels above me, theres a 10% chance of failure, and with that each mat has a 50% chance of vanishing. so is that mat as in wood (i.e all in selection) or each indivudal material (I.E each of the 40 materials get a 50 % in a HQ /HA vest?)
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Tyilin (formally known as Anatti, who was formally known as Tyilin) - Currently Playing Alt.
The First Homin to win the Shield of Presteige Created theRyzom mooning and the Naughty Spriteh Videos
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#3 |
Join Date: Sep 2004
Location: Ocean Shores, Wa.
Posts: 61
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Re: Production: Proposed crafting changes
At last some real good news.
![]() Thank you Game Forge... Now if you can just make cristals forageble so small guilds like mine, can have a way to get them. ![]() |
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#4 |
Join Date: Oct 2006
Posts: 131
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Re: Production: Proposed crafting changes
I think that crafting things like ammo, that involve explosives, should have a chance to explode when there's a total failure...
just my thoughts. |
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#5 |
Join Date: Sep 2004
Location: Making use of the ignore list
Posts: 3,165
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Re: Production: Proposed crafting changes
Looks good to my non-crafter self... IS this something you're doing as part of the economy revamp or is it just something you thought needed "fixing"?
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#6 |
Join Date: Oct 2004
Location: Atys
Posts: 481
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Re: Production: Proposed crafting changes
No, No, No, No, No.
This is a bad idea. Destroying materials? Raising degraded items minimum quality? It both makes it easier to level (on average, you'll always get more xp for overcrafting this way than the current way), and harder to craft (destroying materials!). (I'll have some constructive ways to solve this later, once I've had a chance to think about it some more ![]()
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#7 |
Join Date: Sep 2004
Posts: 655
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Re: Production: Proposed crafting changes
Over_Craft_for_use is gonna be more expensive , 2.1x the amount of mats at 50+
Old was 5 out of 45 , New is 5 out of 90 + 5% (10% chance of losing 50%) Guess they want to keep me digging ![]() |
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#8 |
Join Date: Nov 2004
Posts: 72
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Re: Production: Proposed crafting changes
I say yes to the degrades and success rate NO to losing materials you spend all day as a armor crafting trying to keep your lower parts uptodate via overcraft even the 2%-10% chance of failure would hurt those efforts with 50% of losing every material used bad idea that one
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#9 | |
Join Date: Nov 2006
Posts: 451
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Re: Production: Proposed crafting changes
Quote:
I second this, at this point u need to dig all day for, lets say, 20 minutes of crafting, by letting me lose materials ur pushing me in foragin even more. |
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#10 | |
Join Date: Dec 2004
Posts: 1,326
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Re: Production: Proposed crafting changes
Quote:
with destroying mats.... if the random number generator will stay the same, it's very possible that user can destroy whole bag of mats without getting any xp. ohh the fun ! |
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