Aardvark wrote: » Caeryl wrote: » I’d rather not see overenchanted items. If you want ten enchants, you’d best be at a point where you can easily farm for those mats when your gear breaks from unsuccessful overenchanting. The whole point is so people don’t have tons of enchants on their gear with no risk. I’m sure the risk will be reduced with levels into Enchanting, but it should always be present in some way All that does it make another time sink. Time sinks in general are not fun.
Caeryl wrote: » I’d rather not see overenchanted items. If you want ten enchants, you’d best be at a point where you can easily farm for those mats when your gear breaks from unsuccessful overenchanting. The whole point is so people don’t have tons of enchants on their gear with no risk. I’m sure the risk will be reduced with levels into Enchanting, but it should always be present in some way
Caeryl wrote: » Aardvark wrote: » Caeryl wrote: » I’d rather not see overenchanted items. If you want ten enchants, you’d best be at a point where you can easily farm for those mats when your gear breaks from unsuccessful overenchanting. The whole point is so people don’t have tons of enchants on their gear with no risk. I’m sure the risk will be reduced with levels into Enchanting, but it should always be present in some way All that does it make another time sink. Time sinks in general are not fun. It’s not a time sink if you don’t insist on having too many enchantments. The risk must be comparable to the reward. When you add two or three enchants to an item your risk will not be absurdly high. When you decide you must have ten enchantments, you have opted into a high risk scenario of your own accord. I’m certain it will never be necessary to have that many on a single item to be effective at a role. If you wanna be in the top .0001% then you can spend that time regrinding to go overboard on your gear. For everyone else, it’s entirely unnecessary.
Aardvark wrote: » Caeryl wrote: » Aardvark wrote: » Caeryl wrote: » I’d rather not see overenchanted items. If you want ten enchants, you’d best be at a point where you can easily farm for those mats when your gear breaks from unsuccessful overenchanting. The whole point is so people don’t have tons of enchants on their gear with no risk. I’m sure the risk will be reduced with levels into Enchanting, but it should always be present in some way All that does it make another time sink. Time sinks in general are not fun. It’s not a time sink if you don’t insist on having too many enchantments. The risk must be comparable to the reward. When you add two or three enchants to an item your risk will not be absurdly high. When you decide you must have ten enchantments, you have opted into a high risk scenario of your own accord. I’m certain it will never be necessary to have that many on a single item to be effective at a role. If you wanna be in the top .0001% then you can spend that time regrinding to go overboard on your gear. For everyone else, it’s entirely unnecessary. Sounds like you would love the Korean MMOs that many hate...infinte level with a soft cap is the same nonsence and is very unpopular in the US
RahkstarRPG wrote: » I find it very odd that the man who ragequit Archeage is going to employ the same exact enchanting system they used...
noaani wrote: » RahkstarRPG wrote: » I find it very odd that the man who ragequit Archeage is going to employ the same exact enchanting system they used... The enchanting system was never a thing I had an issue with in Archeage. The tuning of it was a problem, as were peoples expectations of where they should enchant their gear to, but the system itself was great.
WMC51 wrote: » Never played lineage 2 but how does that system compare to the realm on line if anyone here is that old? I remember perm enchanting swords with each extra having an increased chance to destroy it. 25 years I still remember that and it having instanced player housing.
Samson wrote: » Before people start demanding change... we need to see the system in action first.
screwtape wrote: » Samson wrote: » Before people start demanding change... we need to see the system in action first. You're right that it is probably too early to make assumptions, but the earlier they get feedback that RNG/Gambling for equipment progress is a HUGE turnoff for a lot of people, the better. I watched people put in little effort and get SUPER lucky enchanting and effectively dominated in PvP for months. While others had HORRIBLE luck and spent BILLIONs (big money) and still never achieved the same enchantment level and were always behind in gear. I'm 100% for risk vs reward, but RNG for character power progression is a very dangerous system and will generate a lot of rage quits. Equipment = Character power Leveling up = Character power How would you feel that depending on how strong of monsters you fought (high risk) during your XP grind you would be granted higher stats at level up than if you played it safe hunting? Everyone would be PISSED! You could recover the lost potential power by taking more risks later, but RNG could still screw you for months. (in this example all players equal out at max level, but along the way, thanks to RNG you may be weaker than your peers if you took less risks and RNG procs screwed you)
tugowar wrote: » Many of the systems could be considered "outdated." There is a reason that AOC is swinging back to those outdated systems though. They summarize that as Risk vs Reward. Many of these systems will also lead to more social interactions, as well as putting a higher premium on top tier enchanters.
Jexz wrote: » tugowar wrote: » Many of the systems could be considered "outdated." There is a reason that AOC is swinging back to those outdated systems though. They summarize that as Risk vs Reward. Many of these systems will also lead to more social interactions, as well as putting a higher premium on top tier enchanters. Someone may risk 10X as much as someone else and still not get it. Now they fight on the battle field and the guy who got lucky wins every time with little to no risk while the guy who failed 10X is at greater risk of dieing. Now you can say well just save up and buy it. Go look at the BDO market place there are no pen ogre rings on the market. If there was one up on the market its undervalued at 70 bil that is roughly 466 hours of grinding as an honest player for one piece of gear that is not even BiS any more. That honest player is put up against people who Bot, Exploit , Hack RMT and people who pay others to play their account to get these items Real risk vs reward would have the best items make you super powerful but you can drop them if you die. The player becomes the raid boss. A fight that becomes exciting for Both the underdog and the wielder. As well as make people second guess RMTing for such items. I'm not 100% against the fail on enchant system. It all depends on the power creep disparity and the % chances. BDO is too extreme for my liking. When you read people complaining about this system this was their experience with it.