Let’s Talk Enchanting!

Post by JamesSunderland on 2022-05-19 02:24:00

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Post by JamesSunderland on 2022-05-19 02:27:40

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Post by Azherae on 2022-05-19 02:40:08

Well, this one I'll definitely keep short.

Other than item destruction, and speaking explicitly about items that are difficult to repair in some way, my concepts of 'harsh' are:

1. Durability losses, which, eventually, will increase the cost of the item. I would tie these to 'the act of unslotting an enhancement' personally. The player's choice of how to deal with this is entirely interesting to me, then. The outcome is that if I get the 'wrong' enchant', I can still use it until I want a new better enchant. Or, I could decide to ditch this and pass off the item to someone else, so while the item is not destroyed, it's still gone from ME.

2. I would prefer that individual enhancing items(or itemsets) are hard to obtain, and I don't mind as much if the RNG is in the obtaining (and the aforementioned possibility of getting the 'wrong' augment). So the harsh loss is actually 'attempting to use the item instead of just selling it to someone else', and then the augment being 'so far from your goals that you need to reroll it'.

With regards to the risk vs reward thing, the above is actually an example. If enhancing items are rare, and I am risk-averse, I will always sell them. Players like me may also just always sell them. If Intrepid factors for this, great. If they 'think that the system is interesting or that needing to be second in line' will cause my behaviour to change, they'd be incorrect, so if anything, my point is that unless they're assuming 'risk averse players aren't even our audience so it's fine', they need to factor for all the people in this thread who would behave this way. (EDIT: That wasn't a point 3! Autopilot lol)

I'll hope that they can come up with something that also accounts for risk-attuned players and rewards them exponentially. Being able to get exactly what you want instead of 'random enchant' through perseverance and luck will hopefully be a real boost to builds with specific goals.

I wanna see some 'Personal Legendaries' so bad.

Post by Black_Poise on 2022-05-19 03:04:33

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Post by JamesSunderland on 2022-05-19 03:27:11

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Post by kuyo blackstone on 2022-05-19 05:19:47

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Post by oneuproad on 2022-05-19 07:58:03

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Post by oneuproad on 2022-05-19 08:41:03

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Post by JamesSunderland on 2022-05-19 09:45:04

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Post by Leiloni on 2022-05-19 14:31:23

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Post by Azherae on 2022-05-19 15:26:12

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While I understand that this is very subjective, I have 'run your numbers' against multiple PvE and PvP scenarios (basically all the ones from the combat systems I can extrapolate from the design goals discussed and shown in Alpha-1 and on forums).

I can't see exactly why this is a concern relative to enchanting . I'm not saying you're wrong, I'm actually asking for the preconditions, because it doesn't look like the problem is with the numbers on the gear enchant, it looks like the problems with these numbers are in a different part of the design. Now, those design parts are common, but they're not required.

So please elaborate for me what your concern is, you were talking about wanting small differences in the enchant power, but the data you gave indicates that the problem was entirely with the leveling curve and the power gap between top level gear. Enchanting/enhancing didn't seem to be the problem at all?

So I'm just checking if you're still talking about problems that enhancing causes, or giving general feedback on the power gaps and power scaling between levels.

Post by Ludullu on 2022-05-19 16:03:54

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Yeah, it's the usage of low tier stuff in the high tier crafting and this crafting window . That looks exactly like the stuff you'd see when crafting in L2.
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Yeah, it's definitely not good, even if I personally like it.
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Same, hope everyone can do whatever they want in the game and still feel some sense of achievement and contribution to the greater cause.

Post by Mag7spy on 2022-05-19 16:17:32

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Post by Mag7spy on 2022-05-19 16:22:56

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Post by Leiloni on 2022-05-19 16:40:49

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Post by Eldan on 2022-05-19 17:07:49

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Post by Azherae on 2022-05-19 17:57:43

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I think I might have come off too accusatory somehow?

I don't disagree with any of your numbers. But your numbers seem to be saying 'enhancing is more effective on Level 40 weapons than on level 50 weapons. That's moreso a catch-up help, to me?

The casual player isn't in trouble because their level 40 weapon 'isn't pulling its weight' for a level 40 weapon. It actually gets more out of enchanting than the level 50. The 'problem' is that level 50 weapons just outclass them, which is a question of 'should you get big rewards for leveling'.

If you prefer, we can ignore all that part and address only this part:

Your best case scenario as a casual player with exactly the same gear and a +10 enchant vs a hardcore with the +15 is you're still about 10% less powerful than them. A +0 weapon vs a +15 fully enchanted weapon is a 30% increase.

Now it's a question of how hard enhancing is, but if 1-10 is easy and 10-15 is hard, and the increase is 'only' 10% difference, I personally don't have a problem with it, in games with high TTK and forced error options. The same thing would happen, for example, if both players had the exact same gear but one player had 10% more HP than the other (through any source) assuming the game doesn't contain a LOT of healing items on really short cooldowns, or something.

I'm trying to say that the problems don't exist in the weapon strength gap, but in the combat and item design outside of that, so trying to fix it by limiting the power gap on enchants won't actually fix it, people will find some other way of 'abusing' the same flaws in combat and item design.

Whereas in an MMO, gear power gaps are part of the play situation, because people like progression, and afaik, many people actually RESPECT progression too, though obviously less so when the player is stabbing you in the face and you have no chance of winning.

So to 'reflect' a bit... it's bad combat systems that make my blood boil, not 10% power gaps, because 10% power gaps don't mean anything on their own, they're very close to both 'standard' and 'basically required' for most better combat (in an MMO where gear is supposed to determine success to some extent).

Hope that clarifies, if not, and this post also comes off to you to be the same as the last one, I'll just disengage.

Post by Tyranthraxus on 2022-05-19 18:51:47

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Post by Azherae on 2022-05-19 19:22:28

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In games where the enchanting material is hard to get, the risk is 'losing the materials instead of selling them for guaranteed profit to someone else who will most likely just lose them'.

This is an effective form of economic PvP as well. If I know someone is the type to try to 'keep going on their Enchant until they get it', but they have low capacity for success, I'll hoard the materials, and sell them to that person when they're in the middle of a fail-flow and will pay me more just to 'try to get that hit'.

In games where the enchanting material drops randomly from every mob in the game like some sort of shiny candy token, it is completely valid to say that there's no real risk.

Post by Leiloni on 2022-05-19 20:07:23

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Post by JamesSunderland on 2022-05-19 20:15:19

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Post by Gizmow on 2022-05-19 21:22:00

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Post by Steeljaw on 2022-05-20 17:43:29

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