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Crafting is choked by cloth, which rarely drops for some reason


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34 réponses à ce sujet

#26
UKresistance

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Cloth is just as constrained in sp too. Hopefully thats something they'll adjust



#27
Drona

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THIS. Since cloth is a component of pretty much every good crafting recipe, it's insane that it is salvaged only from staves. Either the staff "drop rate" needs to be increased drastically or cloth needs to be salvaged from pretty much everything. I mean, at least let us salvage cloth from rogue items and shields which makes sense with the lore.



#28
Quasinerdo

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I get so little cloth because I'm either looting daggers (the numbers for these are simply retarded.... being dual wield do they get 2x the drop rate?) or I'm getting armour cards I cannot salvage....

 

I'd be pleased if the armour could be salvaged with a chance at all material types.



#29
poloboyz93

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Cloth comes the most from staffs and runes. Especially silk, silk brocades, and plaidweave.

#30
Black Mambo

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If you get any armor card, consider that you basically got 5 cloth in that one as at the least every armor needs 4 or maybe 5 cloth to be crafted.
And most people would ultimately end up crafting remaining T1 armors, I know I do that.
Although yeah crafting Mage armors becomes annoying as hell with such slow rate of cloth drops.



#31
Styrbeorn

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Since I felt annoyed over the scarcity of cloth materials I decided to count my mats:
Metal: 316
Leather: 313
Cloth: 70 (all distributed over different types of course. At this point I think I can unlock one suit of armor without using up cloth from tiers 2 & 3)
 
This means that cloth makes up 11,1% of my stores. This is of course anecdotal as hell, but consider that there are 10 types of equipable gear (swords, maces, axes, greatswords, greataxes, mauls, staves, daggers, bows, shields) and only 10% of them yeild cloth. I'm disregarding armor upgrades and runes since yield from those seem relatively uniform. This... seems like a weird design choice, as it can not simply be an oversight. Why make cloth such a choke point? Why not scale up the amount of cloth that drops when salvaging staves? Why not just make it so that you'd have 1/3 chance to get either metal, leather or cloth from each single salvage, no matter the item type?
Other than that I kinda like the system with salvaging, and that you can have a hand in deciding what classes you unlock, but I also liked the ME3 system of having everything rank up with more drops, until they max out and you stop finding that particular lvl 5 dagger equivalent.


#32
HTTP 404

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I agree with some here.  The staves should at least drop more cloth unless they include cloth with other weapon salvage.



#33
Reidbynature

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The cloth drop rate is ridiculous.  Absolutely frustrating when you're trying to unlock all the classes.  It's just another thing that makes me feel the mp is designed as a cash grab with a frustrate-2-pay design where you feel like paying for more chests so you can have more chance at getting some more material/weapons/armor etc.  I feel there just isn't anywhere near enough content in the mp itself to justify the bottlenecking/RNG'ing of what content they do have.



#34
palathe4th

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I know, there is not enough content in the mp. I wish they used the single player map for multiplayer, so people could roam the whole place while maybe helping each other, or meet in a meeting point.


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#35
Reidbynature

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I would have also liked something like the singleplayer maps too (or at least something a lot more open) rather than the five tight zones you travel through in mp.  Does make it look weird when you have a Giant in an Orlesian palace he barely fits into.  Dragons just seem out of the question for mp.