Crafting 2.0- Allow player to target/randomize a bonus

Discussion in 'General Archive' started by taketh, Nov 23, 2015.

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  1. taketh

    taketh Regular

    From the twitch regarding crafting 2.0, preferrable stats can be further targetted such that if 4 extraordinary items with 3 lines of + damage are crafted, the item crafted will garuntee 3 lines of damage + 1 random line...

    Suggestion 1: A player may decide that lines of damage is not preferrable, so the player should be able to choose whether the line is locked for craft, or remain random. Perhaps even giving us the option whether the values of each enchantment will be random or averaged

    Siggestion 2: Instead of being able to select whether each enchantment can be randomised or targetted, have a simple version, a single tick box of whether the item crafted is random or targetted.

    Suggestion 3: Have a seperate window which would allow an item to be upgraded to the next tier. If there is a good magic item, with a fee that item can be converted into an Extraordinary item with an added enchantment line - Baragain/MisterBeans idea

    Suggestion 4: Allow enchantment lines to be re-rolled at the crafting window. Alternatively this could be implemented outside of crafting so that current legendary gear can be editted - Meganukers 1st idea.

    Suggestion 5: Crafting can be reworked such that instead of random enchantments, each type of enchantment can be bought and used much like gems - Meganukers 2nd idea.
     
    Last edited: Dec 6, 2015
  2. BigPapa

    BigPapa Forum Overlooker

    We'll see how it actually works hopefully with R159. Presumebly, 12 lines of enchant go in and sets probability of like stats, the more you have of one enchant the more probablitiy it has. For example, you put in 4 rings with 6 HP lines 3 Crit lines and 3 armor lines: you should get a ring out with 2 lines of HP 1 crit and 1 armor. If you put in 12 lines of crit you should get 4 lines of crit. If it works this way it will encourage farming and crafting from green items up to isolate a specific enchant type. Nothing should be random except the values unless you put in different items to craft. Time will tell how it actually works.
     
    misterbean likes this.
  3. _Baragain_

    _Baragain_ Living Forum Legend

    I wouldn't mind being able to select stats to pass on to the final product... I've gotten a couple of green items with stats what would be awesome if I could force into a legendary.
     
    misterbean likes this.
  4. pydragons

    pydragons Padavan

    I wont really hold big hopes. I've seen nothing decent from Bigpoint, whats left for a fairly good system.
     
  5. misterbean

    misterbean Padavan

    Yes I would love to force the stats from a green into a blue -> pink -> legendary.

    Make the price higher when you force the stats, but give us this option. This way we can really farm for a long time for the perfect ingredients, but when we do, we get exactly what we want and for a few thousand gold price maybe.
    This way if I found a green bow with 49% dmg, I will definitely keep it until I find 3 more with similar enchants. And I combine into 1 blue with 2 x 49% dmg (or similar) (maybe make the average between the 4 green bows to get the final value in the crafted item).

    This way, it will cost us a lot of gold and time, but we can get all those legends that deserve their name, like a 30-40% legendary torso, a 30-40% speed glove, a 35% armour shoulder etc

    Don't make the 4th enchant in the crafted legendary random (if you're combining for example 4 pink), because this way you work so hard to get 4 pink items with 3x% dmg for example, which is very very hard to find and maybe the 4th enchant will be something useless like crit or crit dmg. you spend all that gold and time and effort for nothing.

    Also if you have 4x green items with %dmg and you combine into a blue, the blue should have 2x% dmg, not 1x% dmg and 1x random
    If you always make 1 enchant random, it will spoil the entire of targeted crafting. Make only the values random and also give us the option of forcing the values into the crafted item for a very high gold price.

    Maybe also give us the option of setting the number of slots, the higher the number of slots the more gold required.

    I wouldn't mind spending 10k gold for a legendary longbow if I know it's gonna be the bow I've always wanted. Sure it will require months of farming, but at least you know you're gonna get rewarded accordingly, not like before where you farmed for years and years and you had no guarantee that you will be rewarded for your hard work. You could craft thousands of legendaries and get nothing good
     
    Last edited: Nov 23, 2015
  6. taketh

    taketh Regular

    My idea was to have the type of enchantment to be selectable, so 4 extraordinary item with 3 lines of damage will produce a legendary with 3 lines of damage plus 1 random line OR the player could choose 2 lines of damage only, or 1 line, or completely random item. The quality of the enchantment would remain random, so could put 4 amazing items in and get garbage out.

    @BigPapa I think that your idea of crafting 2.0 will be implemented, and the problem i have with it is that the new system could be considered a downgrade. It would encourage more farming, but possibly less crafts, because as it stands any item can be used to craft something amazing. If they allow us to choose whether a line is garunteed into the final craft then there is no problem. Currently i am collecting all 2h extraordinaries, hoping to craft a legendary with 4 lines of increased weapon damage... If crafting 2.0 will be implemented as you suggest, then a lot of the stuff i've collected will be melted, because weapons with 1 or 2 lines of IWD will be useless ingredients (and i realise that maybe i should craft a mix of IWD and damage).

    @_Baragain_ Interesting idea; i do not look at magic or improved items at all, just sell straight away. Instead of using such a weapon as an ingredient in crafting, maybe have a seperate window to upgrade it, e.g, if you find an improved weapon with +100 damage, then with a fee, you can upgrade it to a magic item so that it contains the +100 damage and a random line of enchantment. I will leave the details about sockets to BP.
     
    Last edited: Nov 23, 2015
  7. Master0fpuppets

    Master0fpuppets Forum Baron

    Crafting should stay random but the cost of crafting should got down to about 25 gold for legendary craft for all levels, then again that is a whole different thread.
     
  8. bloodyneo

    bloodyneo Forum Master

    crafting should be free for premium users and should stay random...simple idea bring more customers to buy premium...but developers too stingy to do it:D
     
    Master0fpuppets likes this.
  9. _Baragain_

    _Baragain_ Living Forum Legend

    There is a difference between giving premium users some perks and breaking the game. If you make crafting and identifying free for premium players then the difference between F2P and P2P becomes so vast that it will piss off a lot of folks and make them leave... and BP has been doing enough to piss off people with stupid stuff that they don't need to go off the deep end with something like this.
     
    misterbean likes this.
  10. -Cindy-

    -Cindy- Forum Apprentice

    Crafting is too random what's the point of crafting items with crit for example if you are going to get an item with resist. Big waste of time and gold to bother with it. Sure if you craft 3 hats and a glove you'll get a hat. Great. But if you want to try to improve gear stats by crafting towards those stats you get junk. So you waste your gold, waste your effort farming for gears and waste your life hoping for fairness.
     
    misterbean likes this.
  11. trakilaki

    trakilaki Living Forum Legend

    No WAY!
    If it is free ... then it must be free to ALL. Just like before CoT removal.
    If the stats stay random ... then we will get nothing good ... as usual.
     
    Kiwigal1244 and misterbean like this.
  12. hmm

    hmm Forum Apprentice

    and what about the gem slots?
     
  13. trakilaki

    trakilaki Living Forum Legend

    gem slots are irrelevant ... if you have a good item farming andermant to open new slots is not an issue.
     
    misterbean likes this.
  14. Novadude

    Novadude Commander of the Forum

    If BP did this, they should consider lowering the cost of crafting for F2P. This is way to gamebreaking.

    A better idea would be to allow free crafting up to extraordinary, similar to how premium used to offer free identification up to extraordinary.

    I'm still not sold that there needs to be any discrepancy between the F2P and premium accounts for crafting, though.
     
    misterbean likes this.
  15. Hiro73

    Hiro73 Forum Expert

    We should be able to choose at least 50% of the stats of a legendary, the other 50% random. The price of crafting around 25 golds for a legendary item. This would be a fair system.
     
  16. taketh

    taketh Regular

    I editted my original posting... given the new drop rate of extraordinary items, and even legendary, saving all 2h items for crafting was too much saving. I am melting any 2h with an enchantment that i find undesirable. I am able to find a random 2h legendary sooner than i am able to gather 115 gold for crafting, so its no longer worth it for me. Having said that, my current 2h weapon that i use i recieved from crafting. (116% increased weapon damage, +92 damage - crit hits do not affect dwarf turrets).

    While my original idea of allowing each enchantment to be targetted or randomised would have been nice, i dont think BP would spend the time to do it. Instead how about a single tick box, "Random craft" - if checked the enchantments will be randomised, if unchecked the enchantments will be targetted based on the inputs.
     
    Last edited: Dec 4, 2015
    Armando likes this.
  17. Darwarren

    Darwarren Count Count

    Ever hear of the long con?

    Even if you do manage months of farming to collect the perfect pieces to workbench, there is no guarantee than the Values of those lines will benefit your set-up. DSO usually gives us months of junk, and a waste of time.
     
  18. MegaNuker

    MegaNuker Forum Ambassador

    Crafting 2.0

    Once you place the items in the workbench the resulting item will appear in the other box. While clicking on it you can keep clicking on the enhanced men's resaults till you see the one you want. Like the daily where you see all three catagorys change. Once you see the desire able 2 3 or 4 enhancements the you can hit craft. The actual values will not be set til you hit craft.
     
    taketh likes this.
  19. BigPapa

    BigPapa Forum Overlooker

    Does the options depend on what the items put in have on them? Also, is there any charge to change it, like with daily?
     
  20. misterbean

    misterbean Padavan

    Even if the values are random, it's still better than being totally random. For example I want a longbow with 2 x %dmg and 2 x dmg
    Even if I get unlucky with low values, it would still make for a decent weapon. And I can target craft like this many times until I get lucky with higher values. This way at least I know the values are still random but within a much more narrow window of randomness, I know I'm working towards something and I'm getting exactly that.

    I want soup, but I don't know if I'll get a big bowl of soup or a small one. But at least I'm getting soup, there are no chances I'm gonna get pizza, sandwiches, chocolate, strawberries etc etc (mmm this makes me hungry :D ).

    It would also be nice to have the option of choosing to craft completely random or targeted.

    One more thing which I think is really important!!
    In the fatal difficulty we should theoretically get better values on the weapons (or better chances for better values).
    Well... it would be fair that if we craft items from fatal difficulty, to get a fatal difficulty crafted item.
    So if we get 4 pink items with good values, that we dropped from a fatal difficulty parallel dungeon, the result should be a legendary item with values equivalent to those items we can find in the fatal difficulty.

    Because otherwise, nobody will craft, since you can get much better legendary items with better values just from farming the fatal difficulty.

    Also one more idea: What if we could buff up our chances of getting better values if we pay more gold?
    Let's say for default crafting: 100 gold.
    Then if you want 5% higher chances for good values, pay another 25 gold
    If you want like very high chances for good values, pay 1000 gold or 10k gold

    Or they could let us force the values from the ingredient - items for a price.
    Let's say: pay extra 100 gold to force 1 value (from any of the 4 items, you choose which value).
    pay 1000 gold to force 2 values
    pay 10k gold to force 3 values
    And the 4th value could be the average between the 3 other values (if they are the same) for another 10k gold or stay random otherwise. Or it could be a random value of an echant type we choose.

    Sure it would cost an arm and a leg to craft such a legendary. But it would be a million times better than crafting thousands of useless garbage items and getting nothing out of it. Plus, a torso with 35% dmg is well worth the 10-20k gold you spent to craft it.

    It would take a lot of time to find the right ingredients and to farm all that gold but at least you have a target and you can measure how much progress you've made so far.

    But if crafting is random, you can spend 10k gold for crafting and then still get back to the drawing board because you got nothing out of it :/

    Also, this would make toons and playstyles much more diverse.
    You would see toons with speed builds, toons with dmg builds or with hp and armor builds etc etc. And it would make gold much more useful. Because now... what is gold worth? It's just a number constantly increasing on my screen. I don't do anything with it. Waste it at the jesters for some consumables I'll probably spend in 1 day? no thx.

    And for those of you who think targeted crafting will make everyone op over night... crafting this way is HARD and takes a very long long time. But I prefer to do it this way because i know what I'm getting. You will need months, if not even years to craft the items you want.
     
    Last edited: Dec 3, 2015
    Knifefromjack and taketh like this.
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