Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Learning the recipe for an item by destroying that item

I think this would be a great addition to the crafting system for drop items, and would remove the necessity of having so many recipes dropping.
Example: A weaponsmith can't find a recipe for an iron sword. But he has an iron sword, so at the JM weaponsmith station he does some research, destroys that sword, and has a chance of learning the recipe for iron sword (that could be a 50-100% chance for easy-to-learn items like iron swords)
Example: A jewelrycrafter buys a doomsday necklace, and deconstructs it to learn the recipe. But since this is a rare item, they only have a 25% chance to learn it. This kind of learning needs to have a pity system. So if the JC fails, they can obtain another doomsday necklace, and this time they have a 25%+25%=50% chance to learn the recipe. If they fail again then it's a 75% chance to learn, and finally 100% on the 4th try.
This does a few good things. There is now a market for common items among crafters. It also eases the bottleneck for crafting recipes, especially if the rare component to make the rare item (unknown gem) can drop from other zombies.
Not that this should totally replace recipes dropping, especially the dungeon recipes, but having another way to get them would be great.
Example: A weaponsmith can't find a recipe for an iron sword. But he has an iron sword, so at the JM weaponsmith station he does some research, destroys that sword, and has a chance of learning the recipe for iron sword (that could be a 50-100% chance for easy-to-learn items like iron swords)
Example: A jewelrycrafter buys a doomsday necklace, and deconstructs it to learn the recipe. But since this is a rare item, they only have a 25% chance to learn it. This kind of learning needs to have a pity system. So if the JC fails, they can obtain another doomsday necklace, and this time they have a 25%+25%=50% chance to learn the recipe. If they fail again then it's a 75% chance to learn, and finally 100% on the 4th try.
This does a few good things. There is now a market for common items among crafters. It also eases the bottleneck for crafting recipes, especially if the rare component to make the rare item (unknown gem) can drop from other zombies.
Not that this should totally replace recipes dropping, especially the dungeon recipes, but having another way to get them would be great.
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