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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.
Comments
Obviously we all had the survivorship bias, but I feel like this dude has the opposite of that where he might've just been really unlucky or at least felt really unlucky.
I do not want to debate your old post.
But if it is a good suggestion, it is worth being posted a few times whenever the topic comes up.
I am not a fan of RNG in crafting either.
I would rather prefer item sink through PvP than crafting: they break them, I sell new items.
But now I checked once more the wiki.
And this time I noticed a different statement: https://ashesofcreation.wiki/Item_sinks
So after all this is only a "temporary" effect, no real item sink.
Some people like it, some people have a gambling addiction, and a lot of people don't realize how bad the system can be.
I simply view if you can blow up all your gear it gives you a option to leave, and far less of a reason to come back months alter after a break as you have 0 gear and 0 money. There can be plenty of reasons why people might enhance like that as well.
I'd rather a system that can have enhancing but still have proper gear progression where your gear increase stops being finding new weapons and simply getting mats to gamble with.
With my post nothing to argue with, simply was my take at a alternative idea, that can be expanded on, changed, adjusted, etc. Just showing other are other ways to do enhancing
IF I WERE TO DO A ENHACEMENT SYSTEM WITH RNG
Going to be explaining this in steps by player progress to make it as simple and as much of a giant paragraph as possible
Step 1 - Level 1 - mid level
No enhancing do to the complexity of how some system can be as its better to make sure players are more comfortable learning other elements of the game first and not be left with a potential bad experience.
Step 2 - Mid level - High Level Strength level 4-8%
Light level of weapon and armor enhancement in place upon obtaining RARE items that can apply a enhancement buff increasing the states on a weapon and maybe a secondary effect as well (frost, poison, etc that might slightly modify the appearance). This level of enhancement would only have one level to it and a rng chance of applying as well as rng of the strength of the buff with quality. Between mid and Max level you would be able to get another item that would give a second chance of a further buff tot he enhancement on the weapon.
At this point it be meant to start introducing it to players that are more comfortable and versed in the game without being a over necessity that they will need as gear as over time they will over level the weapon and need a new weapon more beneficial to their current power. Which will help get players use to the potential good and bad rng elements when it comes to enhancing without being over bound to one piece of gear.
With this system in place the rare item is the only thing that is ever loss, gear can only have a single enhancement on them and will need a new piece of gear if they want to work with another enhancement on it.
Step 3 - Max level - End game Strength level 5-20%
High level enhancements can be obtained from high end content and a increase in enhancement levels up 4.
As before it would work on rng if it applies to your weapon or not with its lower rate based on the frequency which you would be able to get them in game. Maybe either 10-20% chance for it to be applied on your weapon.
It would be similar to step to step 2 where the strength of quality would be based on rng but rather then a random number the more times you fail until pity, the stronger the quality will be on the gear. (This way it would be an attempt to reduce the pain of failing as its a way to make your weapon stronger when the enhancement finally pops when you eventually work towards the free pity enhancement).
If you reach to max pity the quality is increased by about 40-50% per enhancement level. So about 2.5-5% increase.
There would be a bonus those those that get lucky, but also unlucky as well without it having too much of a overall impact on who was more lucky or not based solely on the rng aspect of enhancing. (Though the drops being rare as well and having to do high level content to be these level gems would add to a gear chase people can always be working towards.)
These like in step 2 are once per weapon, once its enchanted you can't try to redo the enchantment. This way those rare weapons you find, it gives reason to try to get another one of them and ensures a constant gear chase as hardcore players try to fully min max.
Step 4 - End Game Strength level 20%
As stated in Step 3 players have a cycle of trying to enhance their gear and make it as strong as possible. There can be only system in place maybe based on your element of enhancing you get secondary effects.
ie Protections, Fire dots, increase pentation, cooldown reduction, etc
There of course can be different types of enhancement effects on the different pieces of gear, as well as some effect being weaker to certain armor and enemy types or maybe slightly stronger.
So you have a mix of enhancement increasing overall strength as well as giving a special secondary effect to stats. With a mix of the different weapons players find and craft as well as having different builds for different situations. It would further help push the economy to thrive, as well being more friend to ensure people do not feel their progression and time is not being lost / wasted.
conclusion
Overall for end game if you gain a increase of 50% power when you are fully maxed out, I believe having 30% should come from your gear drops. Having that being exciting honestly I think is the best way to go. I believe this kind of enhancement system for the last 20% would help compliment the economy and the game design I believe as it would be something people have to constantly work towards, as well get those rare drops multiple times perhaps as they try to enhance them and bring them to their pinnacle with different types of stats. As well as having the potential for nice effects faint or spectacular.
critique is welcome
This merely creates another item thrown into the mix that serves as a gold and resource sink in the high levels of enchanting.
Just look through the list of RNG-enchanting games and tell me which few (of the dozens of games) do not have an item in the game, that prevents "critical failures".
Worrying about critical failures and destruction is unnecessary as long as we dont know the corner stones of the systems in AoC considering that the go-to version of most enchanting systems always prevent the things you are complaining about from happening.
What is "pity" in this context?
In games that use these kinds of systems BDO, Elyon, Lost ark every time you fail they give you a pity stack which increases your chance to succeed.
IE if you have a fail stack of 50 you will have a 50% chance now to get the item or the stack increases again. (though based on the size of the stack and type of item you start to get minimal increase so it might onyl boost your chance by .2%). If you have a fails tack of 300 you might have a chance to succed on a item by 30% instead of the 1% at a 0 stack.
My idea for this was kind of a psychology thing where people get depressed when they fail over and over and get nothing. Making it so failing turns into a positive because you are getting a more powerful item. Though if you get it early it will be weak but you were also lucky and got the item earlier.
So pity is simply you have failed so many times and this is the bonus you get for failing. Max pity can give you 100% chance to succeed or such.