Scarab craft, require 3 mods, input=output, no RNG
Timeless shards should work like scarabs currently do
Furthermore, why the hell is there not a station that can change gear stats? The code exists, look at faction gear
Scarab craft, require 3 mods, input=output, no RNG
Timeless shards should work like scarabs currently do
Furthermore, why the hell is there not a station that can change gear stats? The code exists, look at faction gear
If they had that in the game 2 weeks ago it would have saved me 102k gold. I got the exact piece I need but with different stats.
And that is on the low side of things. A lack of deterministic crafting is NOT content
No. It would break all server economies in 2-3 weeks range.
Couse crafting is way to keep economy alive. Since there is no loot drop on death and items are not destroyed in any way. RNG crafting is a way to make economy tick.
It would not break the economy, the economy would shift and change.
There would be a massive bubble created with crafting mods, it would eventually pop, then supply and demand would do its thing
Look at ESO or WOW markets where armor and weapons are deterministically crafted and randomly dropped as well. Those markets thrive and are crazy fun to play, and a full set of BIS will still set you back a ton of money whether the gear was crafted or dropped.
deterministic crafting can only exist in game if it exists along side non-permanent (breakable) items. The problem is maintaining market demand. Either you may have obscene low probability of getting what you want, or deterministic crafting of items that break after enough use.
I prefer the latter personally and created a post about it here: Crafting and Gear System Needs an Overhaul
that is only possible in that game because of the perpetual gear treadmill making previously BiS equipment obsolete with every expansion patch. I am not personally a fan of that model.
If everyone is running items they want, there is no demand on mods or anything.
And from what i know eso is BIP from drops right? Dunno about other mechanics if there any to burn āresoucesā since i didnt play game.
But you need one to make economy in mmo work. Even online: big battles, ship destroyed - remove that, game is dead in months.
You can make less random crafting but then you need to give some kind of gamle on items that can break item and ppl have to want to gamle.
Then if you have 2 BIS elements - you might try gample one to make it better. I did work in old Lineage 2. Issue is older the game = older players ahve better items and new players cant catch up for very long time.
Id say more like a week
Shift and change = everything would be made worthless. Nice change
No, it could definitely exist in game without impermanent items.
I do like the idea of impermanent items but I have no faith AGS could implement it properly, and it is way more of an overhaul required.
Then thereās the idea of fun: youāre in OPR getting the absolute shit kicked out of you, and you and your allies go to push or defend a point and your frontlineās chestpiece break and your healerās lifestaff breaks because equipping new gear when the old still has use feels awful. Your team wipes, not because of the skill difference between the teams or individuals or performance, but because of some shitty game mechanic.
Got an argument to back that up or is that just some ājust trust me broā logic?
Sounds like a user error. That situation could easily be avoided by planning ahead and not having nearly broken equipment equipped at the worst possible time.
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Isnt it literally obvious lmao? If everyone has full bis then no ones gonna buy mats for crafting so everything will be worth nothing. And im not even gonna get into the fact that pve would get completely ruined because there would be no point in running dungeons for loot ![]()
As much as i hate the current system, i would rather your suggestion not be a thing.
Entire system needs reworked, but this isnāt the way to do it.
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