Enchanting and Unsealing Improvements

Goliith Profile Options #601

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But we're not talking about skill at this moment, we're talking about the enchanting system.

The gear should take skill and/or dedication to attain.

The method there in to make that best gear EVEN BETTER should have some kind of risk or high level of effort to improve.

I hate the idea where in the end everyone has the same gear because "It's the best"

the best should be rare, the question comes in how to make those amazing pieces rare.
spookyelectric Profile Options #602

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Goliith on 03/31/2012, 08:19 PM - view
I agree about skill being the deciding factor, but I'm talking more about PvE when it comes to Gear and Enchanting, and in that world of the game, I feel that the best of items should be rarer to obtain. RNG can suck, but I feel like there SHOULD be some kind of actual risk to the item you're trying to make the best it can be.

PvP is an entirely different situation where gear matters far far far less.

spookyelectric on 03/31/2012, 08:18 PM
as an afterthought to my first post I would like to add that something more immersive may have been nice.

For example instead of simply enchanting all the way up to +12, maybe include some difficult quests in order to enchant from +9 to +12. Something like how one acquired artifact or relic equipment in ff11. Maybe once you hit +9 you have to go complete a sequence of events or acquire special bop powders in order to get all the way to +12. Just a thought, and yes I also realize this is probably far beyond the scope of what enmasse is able to do with the game. Bop powder drops from end game quests might not be too hard to code in, making +12 still seem more special.


I could agree with something like that, if it's not so much of a "Gather cash and dump it in box for power" Scenario would be better than nothing. Having to do a quest chain for the final levels would be nice. Assuming it wouldn't become some crazy grind fest of running a quest line 12 times for full +12


Nah, just make it a long and difficult quest line that rewards you with something like a BoP philosophers stone. It could be something like: collect the essences of x fallen foes for pvp, or turn in BG tokens for the items needed. Or collect a number of rare ingredient drops from bosses for pve. After acquiring the catalyst, one buys a regular max level alkhest (sp) and then uses the BoP item you got through questing to make it into the powder that will allow you to try to go from +9 all the way to +12. That is to say make it so you must PERSONALLY craft the final powders for each item you wish to upgrade. That seems like more fun than the original ktera system and the new NA system. You become more invested in upgrading your items.

But like I said I think that is far beyond what enmasse is able to do with tera.
Mangix Profile Options #603

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Disregarding all the neg and positive posts.
What did you base this decision off of. I really want to know. Can I get a blue response?
Did you base it off of tickets submitted?
If so did you take into account that no one who likes the system is going to send in a ticket because they like the state of game?

Any kind of response regarding how you came to the conclusion to change yet another game mechanic before launch feels quite necessary. I could understand if EME had 5 mmos behind them and had all the data, and experience but that really isn't the case here. No offense, but its a fact.

Where did this decision stem from?
Goliith Profile Options #604

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I like that idea, Spookyelectric. It sounds like a pretty decent solution, not the best, but being more personally involved and vested in the upgrading of your gear is a much greater system than this new idea they've unveiled.

RPGs are supposed to be about the journey to your greatness. Sitting at a vendor dumping sack fulls of gold at an NPC for dusts isn't much of a journey to be proud of.

If not risk towards my items, I want a journey. I want to EARN that power, not have it spoon fed to me with no effort.

(Farming Gold is not 'effort' for those who would retort with that)
spookyelectric Profile Options #605

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Wow, I went back and read some of the other posts (not going to read all 60 pages of people [filtered]ing at each other). I am surprised any one HATES the change, and a few people even claimed that they will cancel their order over this change!

The ktera system involved no skill to get to +12. One could easily use an RMT to acquire a +12. Getting a +12 in ktera literally only takes sitting there clicking until you run out of money, then getting more, wee how skillful and challenging. Even if one did not use an RMT all it would take is solo/small party grinding easy bams for fast cash.

The old enchanting system is a time sink, so is the new one. Neither involve any form of skill, there is no twitch or puzzle mingame, there is no questing, there is no pvp, or any combat. The NA enchant system simply requires a smaller time investment, thats it, only difference. More time spent pvping, or killing bams, or exploring the world, or delving into a dungeon, or just logging off for a few hours seems INFINITELY more interesting than standing in town by a vendor clicking scrolls for hours upon end until your brain congeals into a blob, oozes out of your head, and all you can do anymore is click scrolls and weapons.

I revise my earlier statement. Enmasse if you cannot add in some sort of questing for +12 then this is the next best thing. Congratulations on making a good choice.
Cogbyrn Profile Options #606

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spookyelectric on 03/31/2012, 08:52 PM - view
I revise my earlier statement. Enmasse if you cannot add in some sort of questing for +12 then this is the next best thing. Congratulations on making a good choice.


I'll drink to that.
Goliith Profile Options #607

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I was under the impression that in KTera, anything past +7 had a chance to break the item being enchanted.

I suppose I was misinformed. I don't want 'just a time sink' I want a system where it requires effort, and perhaps some time. Ideally I would like there to be some risk to the item at hand, perhaps not a huge % but some fear factor in the quest for the best.

It's tough to say which I like more of the two Systems, Ktera's or NAtera's. Both are far from perfect, but if I were honest, I prefer Ktera's. though without better Alkahests to reduce risk.

the threat should either be equal to all or not present. Those with tons of money shouldn't be able to 'skip' the challenge/risk of enchanting.
Edited by: Goliith about 1 year ago
Slubber Profile Options #608

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Neutral
Zdravko Lvl.60
Mount Tyrannas (PVP)
Aman Warrior
I do not know why someone would be mad with the change, those true hardcore players will now actually be the first ones to get +12, they complain this is being made casual...those powders wont be cheap.


The funny thing is that hardcore player could of spent 1bil on enchanting got unlucky and never +12d an item with the stats he wanted...while some random casual got his item +12 first try spending 100mil.

Guess who will be the first one crying on the forums about the enchanting system being unfair RNG bullcrap?
Edited by: Slubber about 1 year ago
BlindSide Profile Options #609

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Just make the powders for 6-10 rare and 10-12 extremely rare... like 1% on final boss/ dungeon... with a still % chance of failing and im fine with it.
AkiTsugi Profile Options #610

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I doubt they're reading all posts but I hope they take notice some of what is said.

In my opinion, the new system can be fine, both, in fact its a nice system, since you can still fail, but you wont get terrible punished for it. However.... removing the "luck" some people called RNG in "stats" system, is really not a good move. If you want to make enchants not delevel fine, want to make that you can lock some of the stats when re-identifying.. fine. But you have to add something random back in the game. Something that people feel satisfied by luck. No annoying quests everytime you want to fkn enchant something, that's dumb. That just adds more work, not more fun.

We need something back to make stats fun again, not crystals, but some random change to have awesome or slightly less awesome back in stats. While not punishing, something thats time consuming and can take ages finding the right "place". Not a combination of stats but something else, I can't think of something at the top of my head at the moment. But basically something that allows more player Uniqueness than just crystals. Elemental affinity, or something like skills on items, you can use an item that has a chance to give a random beneficial SKILL stat on your weapons/armor, and you need to keep rerolling until you find what youre looking for in build.

Sort of like glyphs but random stats on armor, lets say.... more damage from Pounce, when enemy is poisoned or something dumb. Glyphs arent enough.