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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
(Suggestion) Enchantments
Hello everyone,
I believe that if we are to have any sort of enchantment system, whether it would be for gears, enchanted potions etc. We should have a fail safe for those not so lucky.
What do I mean by this exactly?
Well, Its quite simple. For example if you are attempting to enchant/upgrade a weapon, and you fail. You are given a small bonus such as a 5% increased success rate "only" for that specific item. This would mean that the more failures you get during an upgrade/enchantment the higher your next attempt will be at success. And once you have successfully upgraded it, the bonus would reset and so on.
Thus making enchanting/upgrading fun for everyone.
Please let me know your thoughts on this matter, I would really appreciate it.
Thanks! :)
I believe that if we are to have any sort of enchantment system, whether it would be for gears, enchanted potions etc. We should have a fail safe for those not so lucky.
What do I mean by this exactly?
Well, Its quite simple. For example if you are attempting to enchant/upgrade a weapon, and you fail. You are given a small bonus such as a 5% increased success rate "only" for that specific item. This would mean that the more failures you get during an upgrade/enchantment the higher your next attempt will be at success. And once you have successfully upgraded it, the bonus would reset and so on.
Thus making enchanting/upgrading fun for everyone.
Please let me know your thoughts on this matter, I would really appreciate it.
Thanks! :)
0
Comments
take away the rng for upgrading gear and make it harder to craft the mats required.
that being said @Grexsis your idea is better compared to other games systems at least your chances of a success would get higher.
If they go for a upgrade/enchant system kinda like BDO, then having a "fail-safe" seems like a good idea, otherwise it just ends up way to frustrating when RNG ***** you...
But if its more like Skyrim, where you straight up enchant a regular weapon after its done crafting. Then it doesnt really need that, since its more of a straight approach. I don't really know if this makes sense, it does in my head ;)
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like the gear had a XP bar of sorts, and each repair gave it x amount of xp, BUT if it broke completely the xp amount you have went down?
The sad fact is RNG is supposed to work like an accumulator.
In most games its thoroughly broken.
Intentionally or not is a matter of opinion.
You are supposed to sequence through a finite list of jumbled numbers.
At the end of the finite list it repeats.
All numbers exists.
That means at some point you shoudl be guaranteed to get what you want.
The problem is the RNG index is rarely stored and constantly reset by the system and others.
Thus, you never see the full list of numbers, as someone else used them.
The RNG sequence was interfered with and was corrupted.
Server side everything looks great because it tracks the gross RNG.
Client side, from an individual point of view they wonder why some get everything and other nothing.
The developer says...that RNG for you ..nudge, nudge...wink, wink
What if gear while wearing would wear off, so you have to repair it (like always). But after reapairing it few times, it would get upgraded slightly.
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like the gear had a XP bar of sorts, and each repair gave it x amount of xp, BUT if it broke completely the xp amount you have went down?
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So instead of levelling a generic armour skill covering all armour....you actually level a specific armour skill to reflect you getting used to it on a set by set basis ?
It could be a way to encourage sticking to very particular armour sets and in the process make everyone more unique.
eg. It kills off the instant swap FoTM problem as you have to level up each armour set individually.
Interesting.
Having 100s of types of armour sets would also be an excellent way to offer horizontal progression.
It woudl make your armour set choice much more considered in regard to your build.
But then again if it takes ages to level......but also decays....
I really like the idea but how it would work is a big concern, like will everyone run around with level 1 gear that has been levelled? Or will everyone end up with max level gear anyway etc.
[quote quote=2481]I’d prefer Time-Gated or super expensive/rare materials to enchant over RNG. This is only because my RNG is the worst. Would do 24 hour farming sessions and not get one piece of loot which statistically would take ~4 hours to get 1 of… But since I can dedicated 8-12 hours of gameplay a day I wouldn’t cry about having an RNG based system that was a bit more forgiving like the one you described.
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Nah let it be straight RNG, mine is usually real good ;) (Seriously though, I agree completely).
I would like to be able to craft what I want and how I want. Just make it cost more mats.
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But more mats have to come from somewhere, so still some rng ;) In general though I like the more safe approach if its gonna be an upgrade system.
As I mentioned before it could also be a straight up enchant system like Skyrim or the like. Then RNG is not a real problem, but some of the excitement might be lost.