Quote:
Originally Posted by fandaor
What solution to this ?
Several ideas I have noticed might really be a very good boost and motivation for players to buy crafted items.
1) EE on crafted is lower than EE on drop/quest.
This will mean that a level 35 crafted item could have the same EE as, let's say, a level 30 drop/quest item.
This way, you give not only some interest in choosing a BoE but also make the crafted item virtually better than the drop/quest item. If you think no longuer on level limitation but on EE limitation, the crafted becomes a very good option for the adventurer. Problem for you is that you will have to be "careful" to not create overpowered players when equiped with crafted items...
2) Higher stats of crafted items.
I would love this ideas but this bring a huge complete revamp on all the items we craft... I don't think it is now possible.
3) Higher the way we are able to craft these items, to maintain the balance between bid & offer.
This means not only bringing more ressources to the craft table, but also revamping the refining process.
Ressources, it is quite hard to revamp, you can only modify the harvest rate and/or the rare drop, and this will have consequences.
The point about refining is quite easy with this example :
A guild asks me to craft them 10 stiff bardings. So far so good for me. I buy 60 stiff hides and go to the first process... refining them. but the max I can refine in a try is 5. So I have to redo the process... 12 times. Not that I don't like crafting but I already do WO grinding so I really feel as if I was doing the same when crafting items. If you could implement a refining option 10 by 10 this would really be, in my humble opinion, a huge help in making volumes of items.
4) What about Pristine ?
For other items, not talking about armors and weapons, the Pristine was/is a very good idea for the bags, the regret I have is this hasn't been implemented on other items to motivate crafters to go for the A+ Grade. I would have loved to get horse-shoes in Pristine that gives a bonus in speed or stability or a crafting belt that has one more slot because it's pristine.
* What is the consequence of BoE ?
First is the intentional one : item sink.
This brings / maintain rarity for sure. But the actual issue, at least for Genelia, is not about maintaining it, but, on the contrary, balance bid & offer. The market is not flooded by crafted items.
ex. the stiff barding. 45sp each. Imagine now this becomes BoE. So this means the player reaching his 30s will not be able to refund it into the market but will destroy it. What will be the consequence of that ? The barding will raise up to 1gp as there are less bardings sold at the broker. It will become a rare item. And then players will prefer to go and buy the NPC ones, even if they are worst, but for a cheaper price.
Rarity highers the value.
In order to maintain the balance, we should have a way to higher the volume of crafted items.
1) higher the drop/harvest of rare/ultra-rare ?
For harvesting R/UR I agree for sure. They are way to hard to get/find the way it is set actually.
But I don't think this should become too much.
2) Rethink the Deconstruction system ?
Yeah this would be a good thing.
Allowing BoE items to be refund at a vendor that will resell them to crafter could be a good thing.
You buy an armor BoE, use it. You go to a vendor (specific one that will be in every crafting spots) and sell it for let's say 40sp. Then a crafter can come and buy the armor for 40sp to the vendor for deconning it.
That would allow adventurers to refund some money and get interest in putting their used items on the Decon market, and that will keep crafter with items to Decon.
Decon rate should be rethink.
Actually the interest in deconnin+g for ressource is very low. So far I prefer to get catalysts as I know it's quite impossible to get R/UR, unless some player gives me yellow or Orange item.
But what interest would they have in giving me this when they can sell it for high price ?
And when they can't sell it it's because the item is bounded, and I can't decon it.
The solution would be to allow us putting a tag on the bounded items to send them on the Deconstruction market.
The rate when deconning might also need some revamp.
If I deconstruct a yellow scraggy armor, I am level 33, I should have more chances to get rare hides than if I was level 23. This is not the case, whatever the level, I have the same very very low chance to get one.
3) Rewards in WOs
May be using the Set WO or the City WO to get ressources might be a good way.
Some good point someone noticed : many players are trying to keep some harmony in the colours of their equipment. If the items are BoE, how would they be able to see if the item is ok or not ?
A preview before wear might be a very great point.
To conclude this long post, I would say that implementing BoE on crafted items is a good idea, but it will need to rebalance lots of things and I hope Sigil will plan this in order to get every thing fine.
Now please post your suggestions on possible solutions to bring BoE viable and the balance back between craft & drop.
Fandaor Nachtwolf
While I am sure I will regret even commenting here I will try to give some insight into some of these suggestions as they are all things we have discussed internally several times.
1. All crafted items have inherent bonuses of continental effects. These bonuses violate our point rules as they are not considered in costing. This inherently makes a crafted item better when compared to something of equal level and rarity. Modifying EE just makes an crafted item better period. Equipped effects are something that adventuring can always add to their items if they so desire, changing EE rates because an item is crafted means an adventuring drop in an equal comparison will always be worse no matter what.
2. Not going to happen as all items follow the same rules and crafted items are not meant to be superior to dropped items. They are meant to provide more variety and customization.
3. Adding more bulk options is something we would like to do and have for a long time but their is a significant side effect to doing this that requires a degree of code time. Until there is time for this to happen we will not be able to add more bulk item options unless we implement some crazy convoluted work around.
4. Majority of crafting recipes have a max A upgrade chance
1b. Ultra rare and rare resource drop rates will be getting an increase after we evaluate the new drop metrics for adventuring drop rates
2b. Deconstruction is not a simple system to rethink since their is little code support for it. The system is manually managed by me and works just fine. The consequence of BOE and how it impacts upgrades is known and we will resolve it at some point soon. Something to consider is that deacon was not mean to be the primary means of getting resources. Harvesting is meant to be where a large amount of all resources come from, while this may be the case with common resources now, it was not the case with rare and ultra rare before decon tables were tweaked. Things will be tweaked again after we review the current adventuring metrics.
A preview of items feature is something that is indeed desired by everyone here.
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