Enchanting and Unsealing Improvements

Doddler Profile Options #841

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Kymaera on 04/02/2012, 07:35 PM - view
So...first people to purchase a ton of gold via gold farmers and level up their gear and unseal for precise stats wins until everyone else catches up, right? Am I wrong? People be more apt to buy, no?


Your statement suggests that money (and time) isn't the limiting factor in the old system, but I'm pretty sure it is.
Kymaera Profile Options #842

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Doddler on 04/02/2012, 07:47 PM - view

Your statement suggests that money (and time) isn't the limiting factor in the old system, but I'm pretty sure it is.


The new system removes time as a factor and you're left with money. To some, time has a direct correlation with money, to others, they have enough money that time isn't a factor for them at all. Thus the problem. Simply made it easier for those few.
Edited by: Kymaera about 1 year ago
Anthraxsnax Profile Options #843

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Damnit.Hyuri Lvl.1
Celestial Hills - Roleplay (PVE)
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Spirea on 04/02/2012, 05:22 PM - view
As a hardcore MMOG'er for over 7 years, this change is awesome.

First of all I had my fair share of "high stakes" fortifying, sometimes I became the "godliest" player on the server simply because I liked to gamble things with a very low chance. I however had more shares of failure, some enough to FORCE me to quit the game as that failure was catastrophic enough to render me useless in that game.

This change brought on allows those who are extremely lucky and those who have horrid luck to play on an even field. No matter what anyone says, statistically someone will fail to get to +3 ten times, while someone else will get from +0 to +12 without a single fail. If the -1 was in place, the first person would be deemed a "noob" by the community simply because he has bad luck. The second person, who plays the exact same amount will be "pro" because of his luck, the community will laugh at mister plus 3 and bow down to mister plus twelve.



trust me man, if they had been through half of the korean RNG I've been through in my mmorpg career they'd be in the same boat. people that want this system were either ridiculously lucky in one game, RMT their eyeballs out, or have never actually obtained/try hard enough to obtain anything special. hell half of these kids probably complain that they have to buy an enchant for their new raid loot in wow.
phoenixfire82 Profile Options #844

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Excellent change. I was really on the fence still about pre-ordering Tera with its eastern free2play style enchanting system but this has lessened my concerns immensely, 3 more preorders inc!
Sethala Profile Options #845

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All I can say is: Freaking awesome!

I honestly love the idea of a grind to get something really sweet, but hated the RNG part.

One suggestion I would make, though, is a dynamic chance of success on the item. The first time you try to enchant it after a success should have a lower-than-normal chance of succeeding, but every time you fail, your chance goes up a little bit, so it takes the same average number of tries but eliminates some of the outliers, and ensures that even a failure still brings you a tiny bit closer to success.
Anthraxsnax Profile Options #846

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phoenixfire82 on 04/02/2012, 09:16 PM - view
with its eastern free2play style enchanting system


?? you must be uneducated. this is not a F2P style enchanting system, this it's merely one that many F2P games have adopted. for instance: football players are athletes, but that does not mean all athletes are football players. in this case - it's a popular system for korean mmo's to use, and wasn't originated or even remotely exclusive to F2P models. this was the system that took the least amount of effort to add/maintain, thus making it a prime choice for teams on a budget. the top MMO's in korea use this style of enchanting, and I don't mean F2P, the top P2P MMORPGs in korea use this method. if you're going to make some blind generalization that fine, just don't expect anyone to take you seriously.
Koltan Profile Options #847

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Alright, so now that Ive had a chance to read all of this..

There are many people in our side of the world who hate being punished for attempting to improve. People can tolerate failure, just not failure that will punish you for trying. Almost everyone here can agree that there is never a satisfying feeling to seeing that message "Enhancement level has been decreased by 1". It hurts some lightly, and drives others insane.

Main aspect, there is much more people that are not tolerant to being punished for failure, than there is to people who can tolerate it. If it will drive up, or sustain their profits, they will do it. There are some who will adapt, and there are some who will straight up quit. One way or another, someone is not happy about it, and will do one of the two mentioned.

Personally, I welcome this change, and I'm very curious to see how it will work out in the end. There is still much work and effort to be put into the gear. Its just that less frustrating to reach. Some will argue that it will destroy the game that much more quickly. I think it is safe to say that it won't. It still will take time to achieve your best items, as you can still fail when you attempt it. We also know that the rates of success for higher level items are still small, so it still will take time to attain the rank of said item. By getting rid of the -1 to your enhancement level, they have trimmed quite possibly the most frustrating thing to happen to most players of the game. You will complain that the risk factor is gone, and that it is mindless process, as you do not even think once about trying to enhance. I'd say that's a worthy trade-off. People prefer to be rewarded for hard work, not to be punished for it.





Nyusszy Profile Options #848

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I am curious about this change. Just one question. I understand that I can lock the plus stat and the bonuses that I like. But if I was lucky, and I got the +12 availability , so the +10,+11,+12 bonus with 3-3-3 strength on a weapon, can I lock that 3 bonus too? Or the possibility of luxing isn't included in this? Thanks for the answer
Koltan Profile Options #849

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*Ignore this post*
Edited by: Koltan about 1 year ago - Reason: Redundant Post is Redundant.. GG Koltan.
Vernum Profile Options #850

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daays on 04/02/2012, 10:39 AM - view
Vernum on 04/02/2012, 10:35 AM


I think you are focusing too much on the word "work".

One of the most interesting point about rpg for rpg fans is progression or "working toward a goal", if you can get whatever you want too easily that will remove much of that feeling of progression.


Do you think players should be in charge of their own progression?

Or should progressing your character be up to chance.

Should you have the possibility to degress your character based on chance as well?

If so, then I suggest every time you obtain enough experience to level you have a 50/50 chance to gain or lose a level. And a 1% chance to start back at level 1.

This way, those at max level were the ones who worked hard and earned their title. They acheived something all you lazy kids could not.

You have totally missed the point of my post haven't you?
I m just saying that progression or working toward a goal shouldn't be removed from an rpg since it's one of the defining points of rpg games on computer as you seemed to be against working to gain something in a game.
I m all for removing the punishment from the item enchanting but that needs to be balanced by making other element much more difficult to obtain (Ie: much more expensive powder, dropped special powder for higher level enchant, more items required as sacrifice, much lower chance of success on enchant, much higher chance to get unpopular attributes on items so we cannot lock the attribute we want as fast etc..) or the progression element for this aspect of the game will be close to nonexistent since most people will be maxed in no time.