Craft 2.0 unofficial rant XD

Discussion in 'General Archive' started by trakilaki, May 13, 2016.

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  1. MikeyMetro

    MikeyMetro Forum Overlooker

    Yes and they are sweet :) Just like ess, dropping your pots in these frees up to inventory slots. I had thought from the twitch info we were just getting one pot quickslot. The addition of one for resource pots is awesome :D

    Luck be with ye,
    Mikey,
    Tegan
     
  2. trakilaki

    trakilaki Living Forum Legend

    Rollback baby :D
    Everything is gone with the wind ... at least we have our screens here to witness we actually did it :D
     
  3. Testador

    Testador Junior Expert

  4. _Baragain_

    _Baragain_ Living Forum Legend

    My one issue is that the slot makes it harder to see the HP at a glance, especially when it is really low.
     
  5. trakilaki

    trakilaki Living Forum Legend

    Well at least I get the resources back.
    Which slowed me down ... but not stopping me from doing it again. :D
    I am happy
    they would be lost anyway :D
     
    mrmlja likes this.
  6. Rhysingstar

    Rhysingstar Forum Ambassador

    Maybe they are done with the testing and we'll see this on the live servers sooner than expected.

    Or maybe they reset it to figure out a way to add some bugs before going live :D
     
  7. MegaNuker

    MegaNuker Forum Ambassador

    I honestly don't think we where connected to the test server but the the big feature server. I got a total different Uni HP Pot while there. It makes me think that removing HP pots from pvp might be a good reason to upgrade them. And this HP pot was awsome. Sorry can not say more but I did take a pic of it :)
     
  8. trakilaki

    trakilaki Living Forum Legend

    That is impossible ...
    They need to clone our accounts and transfer them to that server . My characters were the same with exactly the same things into inventory at exactly the same place.
    Also I know how much resource I had before that. :D
     
  9. _Baragain_

    _Baragain_ Living Forum Legend

    More likely, they saved the stat of the "Stable" server, applied a patch in the form of the testing release that they have on their internal "Big Feature" server, and then, when the test was over, they restored the server state to before the "patch" of the "Big Feature" version. That would also prevent any pesky errors that might come from you having lingering code from things obtained during the Big Feature version when they "downgraded" the version.

    Long story short:
    Same server, but the "software" version that they normally keep on the Big Feature server.
     
    Armando likes this.
  10. MikeyMetro

    MikeyMetro Forum Overlooker

    True that. They could move it closer to the skill bar (it does not really need the filigree that pushes it towards the centre of the hp sphere.)

    I also noticed today with stable back to 165 build that the stack size now shows (it was missing before.)

    Luck be with ye,
    Mikey,
    Tegan
     
    Armando likes this.
  11. It's back again with a (bigfeature_125) soy we can expect a "rollback after the "tests" ....

    For test this craft 2.0, it was a nice things if dev's can give leg and gold to ALL players :cool:
     
  12. BLASTUP

    BLASTUP Active Author

    Now in new crafting system 111 gold is needed to craft 4 legs in new leg and 27 gold for revert and u dont get 4 of ur legendaries back but u get 2 of them other 2 are wasted
    Again new useless system is coming
    They dont care about players feedback. They just want to make every system useless and waste of our resources and time
     
    DocWhisky and Rhysingstar like this.
  13. MikeyMetro

    MikeyMetro Forum Overlooker

    I had this thought pop into my my head while playing a while ago. The same devs that take months, even years to implement a new feature miraculously pulled off a complete revamp of the crafting system in under two weeks. Common sense tells me that the two systems had to be designed concurrently.

    So what determined the order they were presented to us? Seems to me the user friendly version came first with the intent purpose of generating the kind of feedback needed from a small group of reactionists to justify switching to the increased revenue version.

    "Too OP too quickly"... lol. Every solid factual analysis I saw (and my own testing on TS) demonstrated this was not going to happen except in cases of extreme luck (which the prng guards against anyway.)

    Luck be with ye,
    Mikey,
    Tegan
     
    trakilaki likes this.
  14. Rhysingstar

    Rhysingstar Forum Ambassador


    The truly interesting part of this, is that with the player friendly version, testing players were given gold, ander and butt loads of legendary items.

    With Crappy 2.0, they got nothing.

    So the dev's can claim "Look what happened with the friendly version, people got OP" and then "See we fixed it, no one got OP"

    If you wanted to rig the results to prove a point, this would be the easiest way.
     
  15. trakilaki

    trakilaki Living Forum Legend

    I had the same feeling too.
    It took them only one week ... to redesign the workbench, apply the "new" set of rules, apply the new subset of rules (which are not available in public ... but I bust them anyway) ... and yet again the same design flaws are present just like in Craft 2.0 initial version.
    Knowing all that ... makes me no other choice but to state that those 2 versions were made before the initial version was released at TS.
    They are always working that way
    and actually they think someone believes them .
     
    mrmlja likes this.
  16. AniDrakenSniper93

    AniDrakenSniper93 Someday Author

    Q#1 lets say I am about to combine two '2h axes' and two '2h hammers' (legend ones) to make a newer legend 2h weapon, will the outcome of crafting remain the same/constant (i.e. an item with the same enchantments and item type (axe or hammer)) as long the original items are kept constant (i.e. the two hammer and the two axes) or will it differ/vary each time?

    Q#2 What determines the output of the weapon-item type (axe, hammer and mace) when crafting weapons for a DK on combining them?, or in other words what determines the output when combining lets say "three 2h hammers and one 2h axe", does the amount of each specialised weapon type affect the output? or is it something else?

    Q#3 What is the exact cost involved (in gold) in combining different kinds of legendary and extraordinary items (1h weapon, 2h weapon , shield, armor and jewllery) for a DK?, does it remain same for all item types of the same quality, or does it vary?

    Q#4 Do yellow/golden lines (i.e. lines/enchantments in 'weapon/other item' that are nearer to maximum attainable value) have any effect on the inherited enchantments of the output item?

    Thank you.
     
  17. MegaNuker

    MegaNuker Forum Ambassador

    All enhancements are treated the same for 1 handed weapons. The outcome of the weapon is based on luck and the % of items placed in.

    3 longbow 1 short bow should yeld a long bow most of the time.
     
  18. _Baragain_

    _Baragain_ Living Forum Legend

    It is all thoroughly explained in the official post about the system. Regarding some of your other questions just brows that "New Posts" with the button at the top of the forums. About 50% of all discussion on the forums this week has been about Crafting 2.0. If you have any questions after reading, then ask again.
     
  19. AniDrakenSniper93

    AniDrakenSniper93 Someday Author

    ya.. just dont have time to read through all the posts..
     
  20. MegaNuker

    MegaNuker Forum Ambassador

    We should always spend twice as much time reading than posting. It is one of the best advise I have ever been given. I pass this along to you to ponder. If you don't like it then oh well I profited from it many many times.
     
    _Baragain_ and EhtovK like this.
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