How to rework the gear crafting into a more fair and fun system

So the main gripe players have when it comes to gear crafting is it’s randomness. You tried to improve that by giving certain perks a higher chance to roll and vice versa. However, that seems only like a half-cooked solution as it would mean that developers can predict the meta and know which perks are going to be the best for every weapon, attribute and armor type. That’s simply not realistic.

I came up with a thought which includes something that’s already in the game. Look at this image:

Now I guess you already suspect what I’ll be going for…
How about a crafting system where we as players can determine every single attribute and perk (in order to get rid of the very unsatisfying feeling of getting completely random perks), BUT which ensures that the gambling element stays by creating different tiers of perks like seen on this fishing pole. For example you could have Keen I (10% crit chance), Keen II (11% crit chance) and Keen III (12% crit chance). Of course, this is only an example and there could also be 5 tiers or whatever but you get the idea.

I think this would be a huge improvement to the satisfaction people gain from crafting due to them finally being able to choose how their build should work while it could still ensure huge differences between very lucky rolls (every perk on the highest tier) vs very unlucky rolls (every perk on the lowest tier). At the same time, this would also shrink the gear difference between veterans and new players while still having some insanely rare and expensive crafts to work for.

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I pretty much refuse to craft anything. I learned pretty early on that crafting is such a crap-shoot that most of the time it was just a waste of mats & gold. You are almost always better off just buying something from the Trading Post with 2 decent perks compared to rolling and praying to the Aeternum gods,

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Agree. At this point I rather sell everything and pile up gold until I can afford a piece that has exactly the attributes and perks I want to play. The chance of getting anything that you really want is realistically impossible.

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I gave up on the idea of crafting all my stuff too. Its a shame as theres a certain satisifaction of crafting and customising your own stuff, a feeling of self suffiency. RNG totally destroys this, for me theres no excitment in crafting 1000 items in the hope you get what you want. Id prefer it to be challenging to craft the best, but in different ways, not just a matter of RNG and how many mats you can farm. It really devalues what orherwise could be a really interesting a satisfying crafting system.

Same for me. I tend to craft my own stuff in other games, or at least gather all needed mats for it and then pay someone to make me what i want.
Right now i am competing with half the servers population just to grab enough materials for one craft, which already takes me a couple hours due to nodes being gone every time.
And when i finally have everything i need, i craft my stuff and get perks i cant use. and perks that wont sell either. The market board is filled with crap noone wants by players who are desperately trying to get some money back from a completely wasted botched craft.
If it wouldnt cost effectively 10s of thousands to make one item, ok. but with those prices, the rarity of resources and the fact that in this universe skilled blacksmiths dont know what they are doing just made me quit crafting.
I still gather, i still refine, but i sell my stuff. maybe one day i get lucky on the MB and find an affordable chestpiece with 2 stats i like.

I would have preferred a system where you can customise exactly which perks you want on the weapon, but that the crafting cost scales with the more choices you lock in.

Example:

1 attribute mod to determine the attributes only / or 1 perk mod to lock in one perk only. Add Azoth to increase chances for rolling perks. This is current system.

10 attribute mods and 10 perk mods to lock in attribute AND one perk. Costs 100 Azoth.
20 attribute mods, and 20 perk mods each to lock in two perks. Costs 200 Azoth.
30 attribute mods, and 30 perk mods each to lock in three perks. Costs 400 Azoth.

This way, you can get exactly what you want, but it will costs lot of materials, and lots of azoth.

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What do you guys think about my proposed solution tho?

I’m not a crafter but I truly loved your idea. One of the best I’ve seen in a while, IMO.

The beauty of this system is that your can easily create ANY item you want. If it works on your build, you can keep trying to upgrade it. Every roll you’ll have a small chance of getting a better version of it, creating a sensation of progress.

It’s also really simple to implement, only small tweaks to the current system.

I just think the difference in the tiers of the perks should be small, so people running on tier 1 perks can still play the game normally (PvP and PvE). And try hards can spend millions to have full 3 top tier perks to flex.

This design is much better, IMO, than super expensive 3 perk locking materials or something. Because it allows experimentation, allow for new players to quickly catch up, without making everything too easy. BiS items will still be really expensive, as they should, but you’ll be able to freely play the game without worrying about it.

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I like the idea, that crafting should be a rewarding experience and I think moving in this direction will help.

Analyzing both options we have:

Option 1: Really expensive materials cost to lock all perks/attributes:

Pros

  • No RNG
  • Can directly create BiS
  • Can easily calculate the cost of BiS

Cons

  • Expensive to try new builds
  • Only top players will be able to enjoy this system
  • Reduce the prices of T5 materials (fewer rolls) but will significantly increase the price of perk itens. Unless you also increase the amount of T5 materials as you lock more perks.

Option 2: Cheaply lock all perks/attributes, but random tier of perk:

Pros

  • Really easy to experiment with other builds, which will increase build diversity.
  • New players will be able to quickly gear up
  • Creates a feeling of progress, as your gears can be slowly upgraded as you roll them more and more.
  • Increases demand for materials (good for gatherers).

Cons

  • RNG with the perk tiers
  • Hard to calculate the cost of BiS (3 max tier perks)
  • Can create a bottleneck on timegated materials (Asmo, etc). But can be adjusted by increasing the daily limit.
  • Can be annoying when, for example, you upgrade a tear II perks item to 625, but than you roll a 600 tier III perks, so you’ll have to upgrade to 625 again. To solve this, you could get some umbrals back when you scrap 600+ itens.
  • Crafting will be MUCH better than dropped items. I can’t think of a way to balance this. Maybe exclusive perks for named items? But will be hard to balance.

Personally, I prefer the Option 2, but I’m open to discuss.

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Why don’t they just give out everything for free?

That’s where NW is heading currently…

Not trying to be offensive here, but did you read the post / responses?

No one, nowhere, said anything about free stuff. You think the current 1 in a million odds to craft an item you want is in a good place?

By the way, what you guys think would be a good chance to roll a BiS? I’m thinking about 1%. That would mean, if you use your own cooldowns, it would take about 2-3 months for each piece. Not easy by any means, but not impossible.

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Good summary. About the dropped items problem - personally I would just go with the “Tiger’s Instinct”-route. Rare and hard to get dropped items should combine perk buckets which are impossible to be crafted. Tiger’s Instict has/had vicious and rogue for example. That way, they would still be valuable. Less rare drops could have normal perk combos but only higher tiers for example.

Also, I would be heavily against option #1 because that would mean that in a matter of time, everybody would have perfect gear. According to my experience, that makes a game boring at some point. Nobody should ever reach 100% perfect gear in a good MMO. 99% is enough :slight_smile:

While i welcome full crafting control i doubt they would give it to use.

Being able to reroll perks surgically for a curency with a increased cost the more attempts would be interesting.

Swotor lets you do this with the item modifier which has rarity too similar to teir. The more you roll more expensive and you can lock it in a a rarity or better for more expense to reroll.

This sounds awful. Getting a weaken version of a perk to keep a gambling system, but you can pick your perks doesnt improve what we have now or the unsatisfactory outcome of not getting the BiS you are looking to roll. The system has been improved greatly but mod supply might need a little boost.

@RaistlinMajere This is an interesting idea, definitely worth the devs’ time to explore. Also, adding it to my miro board so I can find it later.

I do like the swtor mod system as well Mods for differrent perks can be crafted by different professions, and you can customize gear by slotting in mods.

The mods also have tiers, so higher tier mods are more expensive than lower tier mods.

What i hate is rhe RNG system. Blowing tons of resources crafting dozens of items in the vain hope that you get one good item sucks. And evem if uou get a good item, it may not be good for your own build but only worth selling.

I want to craft my own gear.

Edit 1: only distantly related, but i hated the WoW enchant system. Enchants should have been a mod you craft, and can list on the auction house or trade post. This way you dont have to spam trade channels forever trying to buy/sell enchants when you actually wanted to do other things.

Edit 2:NW already has a gem system which sllows you to customise your weapon in one way anyway. Should have been something similar for perks.

You’re not wrong but, at least for me, is much, MUCH, better than what we have currently. Let’s think about it:

People want more control over crafted items. I think this is a universal feeling and there is no discussion about it. How can we improve crafting without making it too easy?

One idea that is very common is to increase the cost of the craft as you remove the RNG. That’s a solid idea and would work, but it have a big problem: good triple perk items would still be extremely expensive and build experimentation will still be a PitA.

Another idea that is common is to reroll perks/attributes. That’s also a solid idea but there is still a lot of RNG to get the perk you want. If done correctly can be better than the option above, but will be kinda difficult to balance the material costs of the rerolls.

OP idea however, is different, because it will allow you to easily create any item you want, for any crazy build that you can think of. It won’t be instantly BiS (unless you’re truly lucky), but it will work. If you like the item you can simply keep trying to get a better version of it, until RNGgesus give you the BiS one…

If the difference between the tiers are minimal, this crafting idea is the best of all worlds: good for new / casual players to quickly gear up , good for tryhards by keeping BiS items relatively hard to obtain, good for the market because people will be constantly be rolling gear, and also good for gambling folks, keeping some RNG in the process (some people actually enjoy the RNG, just look at Vegas).

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