Decay for Crafting? I do not think it needs any cap but . . . . . .

Discussion in 'General Discussion' started by Weins201, Mar 19, 2018.

?

Do oyu feel that there is a need to put some kind of Decay Mechanic onto the Producer Skillz

  1. Yeah it is needed (coments needed - why and how)

  2. No it is not needed (comment wanted be simple to the point)

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  1. Armitage_

    Armitage_ Avatar

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    I have never seen or heard any mention of decay for producer xp, so what are we really discussing here? This is just pointless scaremongering.

    What they have discussed is the possibility of spending xp to recover from failed crafting attempts, this is something that I will support, but it has nothing to do with decay.
     
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  2. Malimn

    Malimn Avatar

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    @Armitage_
    Unfortunately this has been mentioned in telethons in the past
     
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  3. majoria70

    majoria70 Avatar

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    Well I really don't care for that idea. Instead the chance to not destroy the item or chance to make an inferior item is much more rewarding than spending xp. We have no viable choice that makes this system more interesting imo. The choice is taken away from us.

    For example It could say your item is about to fail, what would you like to do and give us choices to make, items to add to the table. Now that would be much more interesting imo. Then we could have some interesting items out there for sure. Perhaps shorter sleeves on cotton items because we had to trim the sleeves due to raveling of the thread and that item could look unique from others and perhaps some would want that item so our failing failures that we saved from adding items or making a choice could be of use. The dynamic to take crafting into interesting ways is more detailed of course but total failures especially at high levels and xp loss are ridiculous. We are masters of crafting after all. We should have some tools to fix our failures in some way.
     
  4. Deadly Habit

    Deadly Habit Avatar

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    Honestly the current crafting system is very tedious and doesn't really have much input from the crafter besides choosing masterworks or enchantments. The RNG on just breaking stuff is also pretty insane (I remember vocally praying to the RNG Gods multiple times while crafting on stream). Even some QTE events or some gamification of it in some way could do a lot (or as others suggested a durability hit for a second chance instead of just outright losing things).
     
  5. Barugon

    Barugon Avatar

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    So, let's say you have three enchantments on an item (with special materials) that are really good and a couple masterworks that are also really good and you try for a third masterwork and you fail. You really hate the idea of spending experience points to save your item?
     
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  6. Deadly Habit

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    I would much prefer that or a durability hit than what we currently have. So many items and hours lost to the RNG Gods.
     
  7. Barugon

    Barugon Avatar

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    I just don't play the enchant/masterwork game. Here are the properties I enjoy without ever risking my items:

    +15% Attack speed
    +10 Dexterity
    +9.9 Dodge
    +31.8% Damage
    +10% Rapid Fire Damage
    +90 Fire Resistance
     
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  8. Deadly Habit

    Deadly Habit Avatar

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    It's been probably a year or more since I played (left just before they added in all the artifacts). I was mainly crafting gear for my build at the time and didn't mind so much as it was to gain GMs and could hawk the ones I didn't like for some gold. After I got the GMs (well even before with gathering, refining, and making the basic components) it became tedium and frustration with the system and RNG.

    Curious how you get something like that without the big RNG gamble?
     
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  9. Barugon

    Barugon Avatar

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    Hardened leather armor, hard maple longbow with imbued elven bowstrings of speed, 3 sorcery ward gems and 2 sorcery ward jewels.
     
  10. Deadly Habit

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    Any idea for a guy who uses mainly chain and 2handed swords or bludgeons (since I started working that tree)?
     
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  11. Lockey2

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    All I know is that decay for crafting, especially with how hard it is to gather enough materials is ridiculous. It would help if the respawn rate were not so drudgingly slow. It takes forever to gather the materials needed to work on crafting. Then there is the added DRUDGERY of building producer points to just manage a few gains. It seems as if the powers that be are DETERMINED to punish us. I feel as if I should be wearing prison stripes and be working on a chain gang.
     
  12. Barugon

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    I'm not very familiar with metal properties and elven sword hilts, sorry. :oops:
     
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  13. majoria70

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    @Barugon and everyone
    I just think we can get more creative than that. Too much in this game depends on xp as a reward or a punishment. I want us to shake that up and make it a more interesting game overall. Of course the xp part is the easy way out for the devs but I want more. More is interesting, more takes code, and more takes implementation of a larger scale. I don't want all of our systems to take the easy way out, I want them coded and fixed and fabulously fun. Like for fishing and agriculture too when these are revisited and enhanced. And wouldn't it be just fantastic to get a fully featured full system for once when it first came into this game? OMG that would be awesome. Let us hope that happens with mounts, boating, and treasure hunting. Not starting at bare bones but feature filled to start with. I would say yay to that for sure. oops a bit of a rant ;)
     
  14. Barugon

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    OK, like what? Keeping in mind that it needs to be difficult and expensive enough that the player market isn't just flooded with high-end gear. Costly enough that scoring that really great piece has meaning.
     
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  15. Deadly Habit

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    Agreed once you get a crafting level or GM you don't face any decay you only lose raw materials in broken crafted stuff (which you can buy via RMT, mine/gather on an alt etc). There is no risk to anything producer wise XP decay wise compared to adventuring if you think decay on death should exist for adventuring on death there should be a comparable risk to skills and XP with crafting, or just admit XP decay or death/failure is a bad system that punishes people needlessly.
     
  16. Tetsu Nevara

    Tetsu Nevara Avatar

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    If Skill decays stays we should also get crafting decay to make it "fair". For the same reason ... to bring down the crafter so new people can close the gap
     
  17. majoria70

    majoria70 Avatar

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    This is what I said earlier in my post. Again imo stay away from making everything about gaining and losing xp. It is way over done in this game and not a longlasting or satisfying reward. What happens when you are leveled all the way up, oh yeah then there are only losses of xp then? That kinda sucks right?

    "Well I really don't care for that idea. Instead the chance to not destroy the item or chance to make an inferior item is much more rewarding than spending xp. We have no viable choice that makes this system more interesting imo. The choice is taken away from us.

    For example It could say your item is about to fail, what would you like to do and give us choices to make, items to add to the table. Now that would be much more interesting imo. Then we could have some interesting items out there for sure. Perhaps shorter sleeves on cotton items because we had to trim the sleeves due to raveling of the thread and that item could look unique from others and perhaps some would want that item so our failing failures that we saved from adding items or making a choice could be of use. The dynamic to take crafting into interesting ways is more detailed of course but total failures especially at high levels and xp loss are ridiculous. We are masters of crafting after all. We should have some tools to fix our failures in some way."
     
    Last edited: Mar 21, 2018
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  18. Spungwa

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    I don't think decay on crafting is needed. As said earlier producer XP is already insanely slow XP compared to adventure XP. No one is going to be best crafter at all skills without years time investment, so currently it is more efficient to specialise, as skill level affect the actual quality of the masterwork and enchantment not just your chance to blow it up.

    I also don't see the point in limitations on crafting either in skills or specialisations, all this achieves is alts, it does not achieve interdependence.
    Interdependence is better achieved by making some type of economy of scale or something. So you can buy an item off someone because they they can make it cheaper than you and therefore it is cheaper to buy that component or it saves you so much time it is worth paying someone else to do it.

    For example if you had a mechanic that you could put stuff in a hopper and it created all the items, maybe restrict this to components not finished products, and 24 hours later a batch is done, but you can only have 1 job per account using the hopper. This way you may buy from a each other to save time.

    I'm also not sure i like the spending XP to not blow stuff up, or what i should say is i don't like that idea unless they find a new mechanic to destroy items. I would be interested to see what the stats are on destruction of items, but i imagine masterwork and enchanting is a lion share of how items are destroyed in this game. Without destruction there is no economy for crafters to play in. The economy would only revolve around consumables.

    I would rather see item destruction at a higher rate (not through crafting) BUT make it easier to replace that item. Currently RNG means you may not get the stats you want, making it very hard to replace an specific item. Maybe have a mechanic where you can use an item (even a broken item) in with masterwork and enchant and that increases the chance of getting the masterworks and enchantment that are on that item as you are trying to copy it. Restrict this item to only be able to be used when less than 20 major repairs, meaning if you want to try to do this you cant do it after repairing "forever". Make the act add a major repair to the item you are trying to copy every time you use it in a a masterwork or enchant, else crafters would just make a library of broken items to use, with this they can still do that but will have to replace the item every 20 masterworks or enchantments.


    Regards
    Spung
     
    Last edited: Mar 21, 2018
  19. Morgoth redbeard

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    dont like decay if they mean that they shood have decay so new players can catch up that like saying hey your years in games not worth **** because a new player want to be better then you
     
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  20. kaeshiva

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    This is the worst argument and worst reason to implement decay.
    If you want to retain a playerbase for years there needs to be a tangible benefit for investing years. At the moment, a year of producer grind into enchanting means I succeed 3% more often. If anything, I think this should be increased rather than made even less significant.
     
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