hazardnumberseven wrote: » What if only a master had no chance of failure? Is that an acceptable compromise for people? Not that we need one. No RNG sounds perfect to me!
Neurath wrote: » 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 (Whatever the best RNG can be) and we'd be in a situation in which crafters would eventually be shunned. If I approach a crafter and say 'I want The Sword of Jeff - What do I need to collect?' then I collect the resources and approach the crafter, if the crafter then makes me 'The Sword of Shame' and not 'The Sword of Jeff' I'd be completely unhappy and would expect my money returned. If you want to be an 'unreliable' crafter then fine, most crafters however will want to earn money, not refund money.
phdmonster wrote: » The way itemization works there is only a little bit of room for RNG and that has already been mentioned by Steveo
phdmonster wrote: » The way itemization works there is only a little bit of room for RNG and that has already been mentioned by Steveo.. 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.
Makosi wrote: » phdmonster wrote: » The way itemization works there is only a little bit of room for RNG and that has already been mentioned by Steveo.. 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. 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%)
Neurath wrote: » There is an escrow system (Might be the wrong name) in which you can approach a crafter and they will craft on the spot. If you want RNG to be added to that then no-one will use the escrow system. People will be aiming for the best gear they can afford/get. RNG just makes 99% worthless and 1% good. Sounds like a lovely reason to level a crafting profession. Not.
Makosi wrote: » Neurath wrote: » There is an escrow system (Might be the wrong name) in which you can approach a crafter and they will craft on the spot. If you want RNG to be added to that then no-one will use the escrow system. People will be aiming for the best gear they can afford/get. RNG just makes 99% worthless and 1% good. Sounds like a lovely reason to level a crafting profession. Not. Oh no it's your crazy side talking again. You can only be master crafter in 1 area, carpentry, swordsmithing, armor smithing whatever, how can crafters ever get useless. If anything RNG craft will always always ensure that crafters are required. Not sure about this escrow system but ideally there will be a way to have my char being able to craft all of his crafts even if i am offline myself as a player, like here are the recipes I can do, here is how much it will cost, here are the resources that you need. We don't even need to talk to each other, you click on my craft book and you click on craft button for whatever you want to craft, i get the fee, resources are taken from your inventory and item if crafted successfully is moved to your inventory. There is no involvement from my side at all. Server determines if your craft was success, fail or mastercraft
phdmonster wrote: » Makosi wrote: » phdmonster wrote: » The way itemization works there is only a little bit of room for RNG and that has already been mentioned by Steveo.. 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. 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%) 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.
Neurath wrote: » You've hit the nail on the head my friend! RNG means there is no involvement from you so why would I approach you? If you can not, I repeat, *CAN NOT* guarantee what I want then you will not be approached. I'd find other ways to achieve it.
Makosi wrote: » phdmonster wrote: » Makosi wrote: » phdmonster wrote: » The way itemization works there is only a little bit of room for RNG and that has already been mentioned by Steveo.. 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. 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%) 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. Well as you level up and find / craft better gear you sell your old one in auction house. The whole grind for craft comes at the endgame, until then there is no point in crafting just go to auction house to buy someones elses stuff... Once players hit level ceiling then crafting is the next best thing. What will be next best thing currently with item decay? Constant requirement to grind to find items to fix my ever breaking items?
Lincoln Hawk wrote: » RNG in gear progession is a big yikes tbh. You are already dealing with the rng of drops in forms of materials and actual gear, think thats enough.
Xenotor wrote: » Lincoln Hawk wrote: » RNG in gear progession is a big yikes tbh. You are already dealing with the rng of drops in forms of materials and actual gear, think thats enough. This pretty mutch. RNG Ruined crafting for me in black desert. I hated how mutch time i spend gathering the materials only to have them wast on some dice roll. So please no RNG in crafting.
phdmonster wrote: » Well, yes, kinda constant grind either by you or other players to find the materials you need to repair an item. If you are a crafter you can't mine or process it and vice versa if you are one of the other 2. If the game depended on RNG to craft those items, then at some point everyone who needed those items will have them whereas with a decay system, if you can't be bothered to get those materials either by gathering or processing, you will eventually lose that item or you will be unable to use it because it's at 0 durability. I see where you are coming from. The way they envision the economy and the game dynamic is different though, so an RNG system won't really work.