Post by Azherae on 2024-12-05 18:38:32
This post is for Devs to see exactly what it looks like when my group interacts about game changes. A mini-reminder about levels of engagement, analytics, etc.
We were going to make this for Ashes (and still might) but it didn't work out due to the state of the Phase I play loops. The Phase 2 won't be as visceral because of the holidays creating too much of a gap between points of engagement. So you get TL, which is much more compressed.
tl;dr my group is putting their discussion/reaction to the TL patch here instead of the usual place (and relating to Ashes whenever possible because there's usually some cross-game discussion). It's in this section because the thing we 'wanted' the most out of this patch is something that relates to Artisanship or future Artisanship-like things in both games. This is a raw reaction with no prior knowledge of what we actually got, only what we wanted.
Analytic Data First Pass
Rune Chance Bundles may not be working, GrandSerpent got a glitched item of some kind too, so validation might not be too far along, so I'm checking the Material Transformation.
Love the UI, makes me think of Grand Kingdom. Got a lot of random hats and such yesterday in preparation.
Unfortunately it looks like there's no complexity here, it's just a lootbox based on the total value of the thing you throw in, and not even a particularly good lootbox. I put in a Blue Staff and it just 'gave points (437)' toward the outcome, and the outcome isn't related in any way to Staves. RIP.
Purple Greatsword gives way more but it's still lootbox nonsense with more points. I can put in two purples to get to a higher conversion tier, but still, lootbox.
As things go, I guess we're still going to just hope that this is the precursor to an eventual better system with tighter conversions, maybe a stopgap to deal with the eventual glut of stuff people don't need in the meantime. It's definitely lacking in every way though.
You can at least target the transmutation a little, by clicking the thing on the bottom, so you can make it so you only get Weapon, Armor, or Accessory 'lootbox', which is a sign that they're not opposed to it being more targeted. Doesn't look like it took too much work, thankfully, someone could push the drops through a script and pop this out, because there's no real difference between things that have wildly different acquisition methods. Elusive Hexweaver Hats are the same chance of drop as Soul Mirror Trousers. I guess that makes it more Gacha, but I have to put two Purples in here just to get 1 Blue Armor and 3 blue mats, which I don't control, so it's not desynth-like at all.
It is, however, a feasible UI for any future advancement in that department, should be able to handle anything they throw at it. Verdict - Still not a thing we care about interacting with, but hopefully it'll affect the economy since more people will probably use it to burn through more gear.
I won't bother checking if it 'accepts Extracts' because that would be stupid even if just from the perspective of 'letting players make unnecessary mistakes' at this point. Unfortunately that means there will probably be a design pressure against using it that way in future, so cross your fingers for that. I think I'd still prefer to have the Extract->Special Materials on this menu if they eventually go with that.
Also, it does accept Materlals themselves, and gemstones, so this gives us a straight 'Amitoi drops->Lootbox' conversion.
tl;dr this definitely could be used for the type of crafting we eventually hope for, but as of now, not worth poking, especially not with that processing cost. Too inventory-intensive either way to stack up, and economically I'm confident it's a waste because it takes like 12 Blues to get to Tier 2 for a chance at Green Magic Powder. No change to behaviour, no point in interacting with this system as-is, for us.
We were going to make this for Ashes (and still might) but it didn't work out due to the state of the Phase I play loops. The Phase 2 won't be as visceral because of the holidays creating too much of a gap between points of engagement. So you get TL, which is much more compressed.
tl;dr my group is putting their discussion/reaction to the TL patch here instead of the usual place (and relating to Ashes whenever possible because there's usually some cross-game discussion). It's in this section because the thing we 'wanted' the most out of this patch is something that relates to Artisanship or future Artisanship-like things in both games. This is a raw reaction with no prior knowledge of what we actually got, only what we wanted.
Analytic Data First Pass
Rune Chance Bundles may not be working, GrandSerpent got a glitched item of some kind too, so validation might not be too far along, so I'm checking the Material Transformation.
Love the UI, makes me think of Grand Kingdom. Got a lot of random hats and such yesterday in preparation.
Unfortunately it looks like there's no complexity here, it's just a lootbox based on the total value of the thing you throw in, and not even a particularly good lootbox. I put in a Blue Staff and it just 'gave points (437)' toward the outcome, and the outcome isn't related in any way to Staves. RIP.
Purple Greatsword gives way more but it's still lootbox nonsense with more points. I can put in two purples to get to a higher conversion tier, but still, lootbox.
As things go, I guess we're still going to just hope that this is the precursor to an eventual better system with tighter conversions, maybe a stopgap to deal with the eventual glut of stuff people don't need in the meantime. It's definitely lacking in every way though.
You can at least target the transmutation a little, by clicking the thing on the bottom, so you can make it so you only get Weapon, Armor, or Accessory 'lootbox', which is a sign that they're not opposed to it being more targeted. Doesn't look like it took too much work, thankfully, someone could push the drops through a script and pop this out, because there's no real difference between things that have wildly different acquisition methods. Elusive Hexweaver Hats are the same chance of drop as Soul Mirror Trousers. I guess that makes it more Gacha, but I have to put two Purples in here just to get 1 Blue Armor and 3 blue mats, which I don't control, so it's not desynth-like at all.
It is, however, a feasible UI for any future advancement in that department, should be able to handle anything they throw at it. Verdict - Still not a thing we care about interacting with, but hopefully it'll affect the economy since more people will probably use it to burn through more gear.
I won't bother checking if it 'accepts Extracts' because that would be stupid even if just from the perspective of 'letting players make unnecessary mistakes' at this point. Unfortunately that means there will probably be a design pressure against using it that way in future, so cross your fingers for that. I think I'd still prefer to have the Extract->Special Materials on this menu if they eventually go with that.
Also, it does accept Materlals themselves, and gemstones, so this gives us a straight 'Amitoi drops->Lootbox' conversion.
tl;dr this definitely could be used for the type of crafting we eventually hope for, but as of now, not worth poking, especially not with that processing cost. Too inventory-intensive either way to stack up, and economically I'm confident it's a waste because it takes like 12 Blues to get to Tier 2 for a chance at Green Magic Powder. No change to behaviour, no point in interacting with this system as-is, for us.