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For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Replace Item decay with RNG Craft
Makosi
Member
Hiya forum
Updated! It has now became obvious that RNG craft is not beneficial to anything if there is item decay, so this post is now a pitch to replace item decay in favour of RNG craft.
All of below must be read with idea that there is no item decay and durability remains at 100%
What concerns me a little is the lack of "RNG" in crafting, let me explain my point and mayhaps you will see what I mean and even consider it being an interesting part of the game.
See currently it is said that there won't be RNG in crafting and I think it can actually be fun to have RNG in crafting, here is my vision for the grand design:
Say I decide to make my character be an artisan and say an armor smith, say there are 10 possible crafting levels, at level 1 I can craft basic gear and level 10 I can craft epic gear, so far so good right? So then say on level 1 I can craft level 1 gear (or its equivalent) with 100% chance and maybe 5% chance to have it with some sort of extra bonus like its "masterfully" crafted so i get some tiny bonus, but at same time I am able to craft level 2 gear but with 66% success rate or something like that and maybe level 3 gear with 33% success rate and 0% chance for "master craft". Now as I level up my smithing skill I get to level 2 craft and now I can craft level 2 armors and such with 90% chance of success and level 3 with 66% and level 4 with 33% chance and so on until the level 10 or whatever max level will be.
The fun part here is that at level 10 I should NOT have 100% chance to craft best gear in the game, say best gear in game is like level 12 so I should only be at around 60% chance to craft the main body of the armor and perhaps at 70% chance to craft the helm/ boots / gloves / jewels. with say 10% chance of master craft items, after all I am on top level crafting.
It is also worth pointing out that because of the drops and auction house it is likely that it will be cheaper to just buy the gear outright rather than to craft it, so for those who are not interested in this gamble there is a 100% chance to get the gear in Auction house, so implementing this system won't really take away from players who hate it.
For the rest of players who like to gamble his would do wonders - not only it's end game grind to get mats to attempt crafts but also a great money / resource sink + always ensure that top level crafters are required in community. You can be master crafter in 1 skill right, so being able to fail your crafts will keep such masters in high demand, will promote social aspect of the game, will encourage people with best gear in the game to still try to craft more for that little chance of getting the master crafted item and finally the most importantly, if this is not implemented then once players get their top gear there will be no need for the artisans again. Like if I have my dragon gods armor or, you know, something epic i don't need to craft another i don't care for crafters anymore...
I really feel that this will make the game much more epic and hey grind is already part of any mmorpg, might as well grind for the gear right? Plus obviously there is a chance that raid bosses will drop the full items as well, but again because these full items are dropped they are not master crafted so it will drive the community to attempt to craft gear even if it's not 100% chance.
I think it's a win win. Maybe this could even replace the need for the item decay system as if all the high tier craftsmen do is repair gear constantly it might get old real soon. RNG keeps things exciting.
To add some consolation for failed crafts, perhaps a portion of resources could still be salvaged or some temporary % increase for the next craft of the same item. Obviously you will iron out all the finer points but this is a high level design of how I think crafting would have been made epic!
let's discuss.
Updated! It has now became obvious that RNG craft is not beneficial to anything if there is item decay, so this post is now a pitch to replace item decay in favour of RNG craft.
All of below must be read with idea that there is no item decay and durability remains at 100%
What concerns me a little is the lack of "RNG" in crafting, let me explain my point and mayhaps you will see what I mean and even consider it being an interesting part of the game.
See currently it is said that there won't be RNG in crafting and I think it can actually be fun to have RNG in crafting, here is my vision for the grand design:
Say I decide to make my character be an artisan and say an armor smith, say there are 10 possible crafting levels, at level 1 I can craft basic gear and level 10 I can craft epic gear, so far so good right? So then say on level 1 I can craft level 1 gear (or its equivalent) with 100% chance and maybe 5% chance to have it with some sort of extra bonus like its "masterfully" crafted so i get some tiny bonus, but at same time I am able to craft level 2 gear but with 66% success rate or something like that and maybe level 3 gear with 33% success rate and 0% chance for "master craft". Now as I level up my smithing skill I get to level 2 craft and now I can craft level 2 armors and such with 90% chance of success and level 3 with 66% and level 4 with 33% chance and so on until the level 10 or whatever max level will be.
The fun part here is that at level 10 I should NOT have 100% chance to craft best gear in the game, say best gear in game is like level 12 so I should only be at around 60% chance to craft the main body of the armor and perhaps at 70% chance to craft the helm/ boots / gloves / jewels. with say 10% chance of master craft items, after all I am on top level crafting.
It is also worth pointing out that because of the drops and auction house it is likely that it will be cheaper to just buy the gear outright rather than to craft it, so for those who are not interested in this gamble there is a 100% chance to get the gear in Auction house, so implementing this system won't really take away from players who hate it.
For the rest of players who like to gamble his would do wonders - not only it's end game grind to get mats to attempt crafts but also a great money / resource sink + always ensure that top level crafters are required in community. You can be master crafter in 1 skill right, so being able to fail your crafts will keep such masters in high demand, will promote social aspect of the game, will encourage people with best gear in the game to still try to craft more for that little chance of getting the master crafted item and finally the most importantly, if this is not implemented then once players get their top gear there will be no need for the artisans again. Like if I have my dragon gods armor or, you know, something epic i don't need to craft another i don't care for crafters anymore...
I really feel that this will make the game much more epic and hey grind is already part of any mmorpg, might as well grind for the gear right? Plus obviously there is a chance that raid bosses will drop the full items as well, but again because these full items are dropped they are not master crafted so it will drive the community to attempt to craft gear even if it's not 100% chance.
I think it's a win win. Maybe this could even replace the need for the item decay system as if all the high tier craftsmen do is repair gear constantly it might get old real soon. RNG keeps things exciting.
To add some consolation for failed crafts, perhaps a portion of resources could still be salvaged or some temporary % increase for the next craft of the same item. Obviously you will iron out all the finer points but this is a high level design of how I think crafting would have been made epic!
let's discuss.
1
Comments
I agree with RNG in over-enchanting. I think Magic can potentially go wrong. I don't agree with RNG in crafting.
You are already dealing with the rng of drops in forms of materials and actual gear, think thats enough.
RNG is live, RNG is love! Without RNG is like food without flavour! Everything must be RNG, MORE RNG
"complete your set" .. ?
If it's not RNG, it will most likely be crafting sets, in other words having set stat lines on a set piece of gear that is most likely part of a complete set of armor (outside of weapons)
Ah, okay. Thanks.
You get it! Yes item decay does not appeal to me as interesting mechanism at all. So you need to find gear, then break it and then fix your existing gear? Silly, silly.... Much better is to try and craft said gear without 100% chance so that it feels as achievement to get it! And once you get it, it's yours! No delays in raids to wait for everyone to fix their gear, no early quitting the siege because "ah look we are losing and i don't want to have my gear decay even more in this losing battle so i will just quit." What sense of achievement is there in maintaining your gear? Now crafting something you've been grinding for, for a week and succeeding in it, now that's an achievement!
Okay you got your legendary, it has decayed to only 10 durability and you can't use it because now you need another legendary to break it, to get materials to fix your first legendary. Having a gear that you can not use is the real madness! If you achieved something then it's yours to show everyone, not to hide in closet and wear once on a special occasion...
Well so does the item decay and this guy "Neurath" with his off topic nonsense, but here we are...
Not that we need one. No RNG sounds perfect to me!
yes ofcourse, no fail rate for say level 7/8ish gear on your max level crafter out of 10 (12 being epic) so that end game gear NEVER has a 100% chance of success.....
There will be enchanting, sockets and so on. Enchanting can fail if i remember correctly.
That being said, adding RNG success rate to item recipes will be quite bad for the game since most items will come from crafting in any stage of the user experience.
Dude you say good things and complete nonsense in same post it's amazing. Lets take your good bits out and ignore the rest. This is correct: The main issue is Item Decay means you can't always use your best items (Unless you can repair said items). If we add in RNG and Mastercraft items without Decay then everyone will just shun the non-master crafted items and just use the ultimate items But because the chance for master crafted item is like 10% and there is no guarantee that even normal craft will succeed, getting these mastercrafted items will be the most epic achievement, the drive behind the grind, the constant need for crafters to try and craft the "lucky" craft. There is no refund no crafting wrong thing, what are you on about. Crafter opens his store and offers to craft any of these 100 items, you come to this store and you click on what you want to craft and game decides if its fail, success or mastercrafted, nothing a crafter himself can influence. Crafter gets his money either way everything is automated and YOU make the click not the crafter does it for you and then tells it fails. Just think with your good side, don't venture into the crazy side and we will get along just fine.
This is off topic, let me explain why. I am not suggesting to change drop tables, or item drop rates or anything else to do with itemization. Currently without RNG craft you would still need to get same resources as you would need to get for RNG craft, none of that will change, all that remains same, what I propose is to remove item decay in favour of RNG craft (where you would still need to get same items for crafts, just success rate would not be 100%)
RNG is not a good idea for Ashes of Creation - If it was a good idea The Devs would have probably copied the RNG Systems, they are not beyond using good ideas, therefore it becomes even clearer to me that RNG is not a good idea for ashes - not that I think its a good idea at all.
No item decay will just leave a bunch of unused items around in the world that will have no value. It means the whole 'repair my items and need materials to do that' goes away and they have to change a lot of how the economy and crafting system and how they work. I am just saying, it won't happen.
As i said in my first reply, there is already a minimal amount of rng but it is suplementary because of how artisans are meant to interact with each other and how the developers envision the economy to work.