Turn 4 non exceptional items into 1 exceptional item

Discussion in 'Wishlist Requests' started by Elrond, Sep 7, 2019.

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  1. Elrond

    Elrond Avatar

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    Saw this idea thought i post it here ... hope devs consider it .

    Would be great if we could combine 4 non exceptional items with same components into 1 exceptional item.
     
  2. Barugon

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    I like it.
     
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  3. Pawz

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    I love this idea!
     
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  4. Trevour

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    Fantastic idea.
     
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  5. HogwinHD

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  6. Spungwa

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    I like the idea, in fact have put it in other posts. But 4 seems a bit low. if it is 4 seems hardly worthwhile levelling the base production skills. Getting from 1 in 5 (for low level) to 1 in 3 (high level) would seem pointless if you can get 1 in 4 for doing nothing.

    I would suggest it should be 6 at least.


    Regards
    Spung
     
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  7. Elrond

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    Base production skills are not worth leveling anyway ..after 120 ..... as for being low consider combining 4 bronze plate chest... or 4 obsidian chest plate to get 1 exceptional ....certainly makes me think twice if id do it.
     
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  8. Bowen Bloodgood

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    If they did it at all I think they'd have to stick with 4 as it's in line with artifacts. Less confusion that way.
     
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  9. Barugon

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    I expect to do this would be more complicated than people think. For instance, all items would have to be made from the same materials for each component. It's still doable and I think they should.
     
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  10. Spungwa

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    This is very true, it would involve making a whole new mechanism to the crafting system.
    Currently the crafting system is not designed to care about what materials a item is made off, it works the other way with generic components, but not specific. But to make this work it needs to check that the items are identical material components, else the whole thing breaks down.

    It may be possible to use the same mechanism that fish trophies use. The system must know what material components an item is made of, as the ctrl hover tells you, and when they update the stats of a material component it is retrospective. I assume that is why they had to create a new material for the old cotton.


    Regards
    Spung
     
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  11. Bowen Bloodgood

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    The bigger problem is that it is only meant to appear that way. It may be to a certain extent but that's not really how it works. (Though that the was original idea) There is a unique recipe for everything. They would end up having to make a new recipe for every combination of every type of weapon.

    In theory all they should have to do.. if it were set up as the original idea was intended.. is first check the items are eligible (ie it's a weapon or armor).. and there are 4 identical base items.. plus recipe components (ie 100 coal etc).. take away the old items and spit out an identical base item that's exceptional. It shouldn't be difficult.. IF the code supported generic recipes. Back in the day however Richard seemed to think that approach to recipes would balloon out of control though to be fair I'm not sure he understood my question in the first place. But the response I got was basically unique recipes for everything.. Though if I'm wrong I would love to be corrected by a dev (*cough* @Bzus *cough*)
     
  12. yinki2

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    so for less less confusion just get rid of exceptional, and do like artifacts common uncommon rare ans legendary..
    (and add a color for rarity plz)
     
  13. Hemswal The Descended

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    +1

    Gives non-exceptionals a purpose.
     
  14. Trevour

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    Four seems like an appropriate number for balance and economy. That is a lot of material that is getting merged just to get the extra little bit of durability.

    Alternate idea that might be a ton easier to implement would be an Alchemy recipe that took a crafted item plus some punishing amount of material and it just added the exceptional bonus. This might be easier for the devs to implement but is much harder to balance because it does not have the four to 1 reduction in items. Balance would have to be controlled by the amount of material required.
     
  15. Paladin Michael

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    Every way to have more durability would be fine, because of the loss of Durability by Masterwork and Enchantment :)

    I asked about in the past to raise exceptional crafted items and Chris told, they won't have too many of them ...

    To transfer 4 "useless" into 1 "useful" item (referring to Enchantment and Masterwork) would raise those items, too.
    Especially it would be another waste of material :(
    I really would appreciate, if item stats and especially durability would depend more on GM stat.

    Currently I have no idea, what's the desirable difference between 100 and 105 or 110 GM.
    [besides the +5/+10 and alot of XP ;)].

    It would be nice to have a higher Durability until about +50% exceptional with 150 GM.
    Example:
    90 = 10% Base exceptional chance
    100 = 20%
    Every +1 GM from 100 to 110 could provide +1% exceptional bonus
    So
    101 GM = 21%
    110 GM = 30%
    From here + 0,5% exceptional bonus to max 50%
    120 GM = 35%
    130 GM = 40%
    140 GM = 45%
    150 GM = 50% max. effect on exceptional

    Would be a fair chance to craft an exceptional item and a good reason to raise GM beyond 100 ...

    Anyway: every change to provide higher durability is good :)
     
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