if your goal is for everyone to have a horrible play experience sure.
Also real life doesnt actually work that way. The value of an item is mostly determined by its utility. there are tons of cheap rare materials. IPhone and computers are highly expensive, its not because plastic, metal and silicon are rare materials.
but regardless, people will be highly upset when their progress is 2-3 times slower, or they are forced to buy t5 mats because there are none for them to gather
I dont agree with your point.
People will level up their refining skills/gathering skills in order to make the higher lvl equipment. instead mass farming/mass buying t1 materials just to get to 200.
There needs to be other changes to make crafting things more valuable for end users that dont have maxed out trophies⦠yet again⦠I am not saying get rich quick. but some modest income opportunities would be appreciated
people already level up their gathering/refining. leveling up gathering and refining is not the issue.
the issue is that t4-t5 resources are not in high enough supply to support a lot of people needing to use them to make practice items they destroy to level up crafting.
Also t4-t5 crafting is gated by access to to t4-t5 crafting tables. Which differs vastly from server to server, and day to day (invasions)
also, FYI, right now crafting high teir recipes if you refine yourself is generally the fastest exp, and probably slightly cheaper (depending on server) but its not so drastic that if the market forces shift, you have no other option.
If you look around, youāll see people complaining that orichalcum is over camped and they need to change the system because people sit around waiting for nodes, and no one can get one. This will only get worse. The game design isnāt balanced around every crafter needing to craft 500-1000 t5 items from level 150-200.
Ngl, watching you lvl them all up and then seeing how pointless it is due to the lack of rewards it gives for doing so has kept me from doing it. If I have any to 200, itās either because Iāve helped gather materials enough or have farmed a specific component just to make money. Honestly, it isnāt worth the headache for me to do it.
RuneScape is a very bad example for your first point. Iāve played for 20 years, and I can tell you that the vast majority of crafting skills have never been profitable, or were only profitable VERY shortly after their release. To name a few that are generally big money sinks: Crafting, Herblore, Smithing, Construction, Fletching, and Firemaking. Gathering skills can be profitable, but thatās the case in New World, too.
I have full mining gear ~530 GS with T1/T2 trophies tho. Even lucky amulet. But you might be right. I probably need full T2 trophies and t5 food to get more than 1 per 11k stones.
You guys discussing here crafting system where āplaceholderā picture on an item still a thing. And for example producing of a steel stove takes exactly the same amount of materials as a wooden chair.
So far only Cooking more or less finished. The rest of professions are more or less⦠well⦠one big Placeholder. xD
Still that seems low. I have 600GS mining gear (5% per piece) only 1 T1 trophy and 1400 luck (t4) food and I typically drop 1 adderstone approximately every 3k stone mined. But thatās partly due to RNG, thereās no guarantee. Iāve had runs where Iāve literally pulled nothing, and the next run Iāve pulled 3 adderstone in about 5k stoneā¦so, it is what it is, RNG is a bitch.
Same for me. I have specific stat/perk combinations I want and finding them on the TP is unlikely and asking others to make them seems sleazy. Plus, Iām unemployed and bored so, now Iām working on tradeskills.
Itās a hard pill to swallow, but youāre right. There is very little incentive to max crafting. I have maxed refining skills to craft and sell the daily.
I am aware. Rng is a simulation of randomness with bugs, tweaks, and other hidden things Devs will never tell us about. But Statistics come to the rescue!
If you get an average of 1 per 3k stone after mining tens of thousands, then thatās a fair say about your % chance, does it not?
And even then, probabilities dictates that you could technically go without an Adder for 1 million Stones. However, the chances of that happening are Cosmically Low. Or probably even prevented by the system from ever happening. But itās still part of rng.
It depends how much youāve mined, itās not like thereās some hard limit. You need really large sample sizes to gauge the likelyhood of something accurately because thereās a chance youāre simply being unlucky (or lucky). If itās once every 3-4k stone and you mine 11k then you donāt need to be that unlucky for it not to drop.
Thatās kinda like rolling a 6 sided dice 6 times and getting a 2, 6, 3, 3, 6, 2 and then saying the dice is loaded, youāve not rolled it nearly enough times to tell the distribution of numbers, youād need to roll it probably 100 times to start gettng a good idea of the distribution. Youād probably need to mine about 100k stone to get the same idea of adderstone drop rates, and thatās with a lot of +luck gear.
That saidā¦there could be bugs, itās always possible. Or it could be due to a lack of luck stats and the odds arenāt the same for everyone, it is heavily dependent on how much you stack luck. Which type of luck food you have (800/1000/1400/2000), what % gear you have (luck differs with GS), your mining level, etc
The numbers i gave as an example form my experience are with a T1 luck trophy, a full set of +5% mining gear, a pick with +luck, using +1400 mining food and full 200 mining level.
How many items can we sell when every player only needs one equipment until the next expansion? Items should decay.
Crafting 1.000.000 items for the trash can is so 2005. Let us low lvl crafters craft stuff higher lvl crafters can use. For example a small blacksmith could do nails for the carpenter.
Split Armorer into Clothier, Leatherworker and Armorsmith. But wait until I reached 200. ^^
And of course a lvl 0 item shouldnāt give the full exp at lvl 100+ crafting skill.
Thatās not really true, people need loads of gear.
Each player can spec into all weapons and many people have alt builds that require different armour sets, healer/tank/dps etc. So ideally itās one full set for as many of these combinations as a player uses. But then you typically also want full sets with plus luck to gathering any gathering or crafting profession, so you get the most benefit from gathering for all 5 gathering skills and plus GS armour for all crafting professions.
Not to mention that people donāt just buy 1 end game piece of armour. People want to PvP now and they want the best gear they can get, but due to the increasing rarity as gear gets closer to perfect BIS (600GS with 3 perks you want) the harder it is to find. In part because thereās a lot of RNG in both watermarking gear and crafting gear. It means at end game people will take the best thing they can find/afford and then later upgrade to something thatās closer to BIS. They wont simply wait because perfect BIS gear is going to be extraordinarily rare, so people will upgrade in stages
This is where crafting shines because crafters really need to master their professions by putting effort into getting the best materials, in crafting their own gear which boost GS, by getting trophies, making crafting food, acquiring mods to guarantee perks. And even then thereās relatively large amount of RNG in what you craft.
The RNG ensures 2 things. Extreme rarity of perfect BIS gear which has very specific stats/perks, and decreasing rarity of near perfect BIS. This causes a churn of armour at end game allowing people to inch towards perfect BIS over time. And the rarity ensures high value of the pieces to make crafters money.
the numbers are out, the vast majority of lvl 60 players donāt have max gs gear. Even less have Max GS with good perks.
the idea that there is no people who need 600gs items is false.
the idea that players only need 600 gs items once is false. Every build needs different gear, and most activities benefit from different gear,
crafting items for the trash, yeah I could imagine other systems, but realistically, I havenāt seen any game do anything that different. Its a lack of imagination.
no good reason to split armorer, it would actually be worse in many ways.
level zero item giving XP is fine. it doesnt give the same exp as higher level items
I am aware that the larger the sample size, the more accurate the statistical probability is. Shoulda made that clearer. My bad.
And yes, I probably needed more than 40k stones. It could be a Bad RnG period. Though it seems unlikely if I compare numbers with others. Also, I checked and I actually have T2/T3 trophies. So I have the same gear as people who literally get several times more adders than me consistently.
I can only keep upgrading my things and hope there is nothing wrong. Though in my personal experience, RnG does bugs in Games. Happened in Tera and had to report it. In Blade and Soul, I got a Costume that made my critical rate negative lol. Devs couldnāt believe it.
Iāve been crafting because I want to craft my own tools and bags.
Gathering and farming everything I need (zero trading).
Is it the most effective way of playing? Certainly not, but Itās the way I like it.
Itās plausible that the trend youāre seeing is just worse than average luck and in future you may see the reverse where several adderstone drop in a single run and help skew the averages back. Thatās why you need large sample sizes because while you could (and eventually will) get long loss-streaks if you play enough youāll also eventually get long win streaks and those things will balance out.
I think the loot tables are 100,000 points on the roll, and adderstone is impossible to drop with no additional luck, its roll must be 100,000+, and the +luck gear will give you some additional luck but itās not much and even a decent amount pushes you barely into the numbers you need to make it possible for adderstone to drop. So it is a very rare event going by the data mined numbers.
Itās also possibly my experience as well as others was also a flurry of luck in comparison and that no more drops for ages, the last run of stone I did, I didnāt get any drop in about 5k gathered, so maybe Iāve also been somewhat lucky.