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Dump the crafting RNG system, its awful.

Discussion in 'Release 30 Feedback Forum' started by Oba Evesor, May 31, 2016.

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  1. Jezebel Caerndow

    Jezebel Caerndow Avatar

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    I have made 20 necklaces, and 20 rings with a 23% chance of exceptional. One ring went exceptional. The armor and other things seem to be kinda correct, but the necklaces and rings are horrible. Anyone else having the same findings? Think it would matter if I used gold and not iron?
     
  2. Roycestein Kaelstrom

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    We used to be able to use gold to make a ring, then recipe god took an arrow in the knee. Since then we are forced to craft with multiple metal coils, which is very ridiculous.
     
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  3. Jezebel Caerndow

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    Ya, I miss the cheap old ring crafting. 5 coils is a lot for a ring. that is 10 ingots while the necklace is only 2.5.
     
  4. Wintermute of CoF

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    I've said before that the RNG is very streaky. This may be by design, as it works in our favour when doing meticulous collection (like it's subjectively relatively common to see 3x meticulous collection when the chance of doing it once is around 15%) but is massively frustrating when you fail two consecutive times to harvest a node you have 98% success chance at (which happened to me twice inside ten minutes in Eastreach Gap the other night). When it came up before I did keep track of mining attempts for three trips through Brightbone pass when my percentage harvest chance was in the 40-45% range, I had one really bad run (around 30%) one that was just under 40% and one that was just over 45% so not really evidence that anything was wrong.

    As far as masterworking goes, my subjective feeling is that it fails more often than the percentage claims, but then last night I had seven consecutive successes (5 first, 2 second) which I think puts my overall success rate quite close to the reported percentages.

    The three main things I'd like to see improved relative to critical success/masterworking are:
    1. Allow critical successes in crafting refined materials and components to feed forward into critical success and masterworking chances later in the process. So if you have a critical success crafting an ingot, that increases your critical success chance in making a metal binding, and using exceptional bindings gives you a bonus critical chance making the armour (or shield, or necklace, or whatever). At the moment being a master smelter/tanner/miller/textiler has no real benefit, likewise having enchanted/prosperity tools doesn't offer any benefit in produced items.
    2. Allow engraving of all crafting tools (e.g. ingot/sheet moulds, bone needles) to increase exception chance and/or speed, although this will only get really useful if something like 1 is implemented.
    3. As others have said, what you get back on a failed masterwork/enchant needs to be significantly better. If I fail masterworking a sword there should be a pretty good chance I get either the hilt or the blade back.
     
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  5. Greyfox

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    If I had to guess the RNG being screwed is due to Boolean algebra errors. Some long algorithm to determine chance is flawed and really amounts to a bunch of cancellations where one variable holds all the weight.

    Take away,

    If RNG doesn't feel right, it isn't.
     
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