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% chance for Masterwork? ick. I suggest a change ;)


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23 réponses à ce sujet

#1
S Seraff

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so the items that grant a % chance to get a masterwork are a bad idea. apparently you cant go back into a save to get a masterwork; and if you dont get a masterwork item you've wasted your slot. basically, the player's response to this approach is frustration.

 

BW, would you consider instead altering the game so these items grant a variable masterwork bonus? say, from 5% to 20%, or something?  that way each of these masterwork-granting items has value



#2
Gileadan

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All you can do is test a masterwork item whether it will work or not by crafting a cheap item. If it does, reload and craft the real thing you wanted.

 

EDIT: yeah... would much prefer your suggestion though.



#3
S Seraff

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yeah i'm thinking about things like ironbark. a % chance for success? no nay nevah ;D



#4
Fade-Touched-in-the-head

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so the items that grant a % chance to get a masterwork are a bad idea.


Because the devs seemed to think they were making an f2p cash shop-based MMO.

#5
DaemionMoadrin

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All you can do is test a masterwork item whether it will work or not by crafting a cheap item. If it does, reload and craft the real thing you wanted.

 

 

That never worked for me. I crafted around 20 masterwork items and not one actually got the bonus. In the end I just ignored the whole thing and only used the 100% essence on my final weapon.


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#6
S Seraff

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That never worked for me. I crafted around 20 masterwork items and not one actually got the bonus. In the end I just ignored the whole thing and only used the 100% essence on my final weapon.

 

this is me too



#7
Diegonius

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This system promotes saving and loading, and that's something I don't like (because if I really want to get a masterpiece, I will repeat it as many times as I need to).

Giving them "+X% to item stats" instead of "X% chance of getting +10% on item stats" would be more enjoyable, I think.

Save players time and frustration (since they will end up with the items they want one way or another) and simply reward those who spend some time gathering resources, that's what I think


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#8
Kendar Fleetfoot

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On my current play through I have only had master crafting success once in at least 6 possibly 8 attempts, very annoying.


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#9
In Exile

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Absolutely no one likes an RNG. The rare exception is for certain types of combat mechanics.

#10
o Ventus

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Because the devs seemed to think they were making an f2p cash shop-based MMO.

So you can spend real money on masterwork materials now? How many people can you bring into a raid? Is it anything like Molten Core in WoW?


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#11
Fade-Touched-in-the-head

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So you can spend real money on masterwork materials now? How many people can you bring into a raid? Is it anything like Molten Core in WoW?


Yes. 16. Little bit.

#12
Keitaro57

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With around 20 boost items, I created only one single Masterwork. Need seriously a change, yeah.



#13
wepeel_

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I've had to reload ~10 times for some masterworks, but eventually they've all worked.



#14
S Seraff

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I've had to reload ~10 times for some masterworks, but eventually they've all worked.

 

im glad you had luck with that -  never did. i got to 12 reloads once and then started thinking the game knew what i was doing. Regardless... having to reload multiple times to get the outcome you want it annoying and pops me out of the game. it evokes the wrong emotion. I want ENJOY crafting, not be irritated by the experience. 


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#15
Sylvius the Mad

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Absolutely no one likes an RNG. The rare exception is for certain types of combat mechanics.

To hit, damage, resistance checks (particularly against binary events like knockdowns). Those are all good places for a RNG.

I want combat to have quite a lot of RNG in it.

And I have no objection to the masterwork RNG, either. It produces an interesting resource management problem - one I enjoy solving.

But then, I think resource management is fun.

#16
o Ventus

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I want combat to have quite a lot of RNG in it.

Because who wants to have control over what they do while in combat, right? That's probably the LAST place I would want to dictate my own actions rather than leave it to chance.



#17
Sylvius the Mad

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Because who wants to have control over what they do while in combat, right? That's probably the LAST place I would want to dictate my own actions rather than leave it to chance.

You have control over what you try to do, but you can't control all the variables. And your opponents is actively working against you. There needs to be some way to resolve that conflict.

Eliminating the RNG without making the game twitch-based (which I will never accept - the player's agility should have no effect on the character's agility) means that combat becomes incredibly simple. Once a player understands the mechanics, there's no interesting gameplay left.
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#18
Realmzmaster

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Because who wants to have control over what they do while in combat, right? That's probably the LAST place I would want to dictate my own actions rather than leave it to chance.

 

The problem with eliminating RNG in combat is that it would boil down to rock, paper, scissors mechanics. Chance, fate (whatever one wants to call it) plays a role in combat. Some way of simulating probability is used. Dice rolls are simply easy to use. Other systems have used playing cards.

 

Certain role playing systems that are diceless have either simple mechanics for combat (rock, paper, scissors) or very complex ways of resolving combat to the point of tedium (for many players).

 

The player can control the actions of the protagonist and party, but should have to guess at what the enemy may or may not do based on gather intelligence. RNG also allows games to simulate weather conditions and other variables beyond the party's control.



#19
In Exile

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To hit, damage, resistance checks (particularly against binary events like knockdowns). Those are all good places for a RNG.

I want combat to have quite a lot of RNG in it.

And I have no objection to the masterwork RNG, either. It produces an interesting resource management problem - one I enjoy solving.

But then, I think resource management is fun.

 

I think the more a game moves towards RTWP vs. turn-based proper the less fitting RNG is in certain cases (because of the dynamic control you get over movement). For example, I really like to-hit %s in turn-based games, but not in RTWP. 



#20
Lady Artifice

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I usually enjoyed the Skyrim crafting system, and sometimes I wish that this were like that all over.

 

But I realize that it really couldn't be the same. 


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#21
Sylvius the Mad

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I think the more a game moves towards RTWP vs. turn-based proper the less fitting RNG is in certain cases (because of the dynamic control you get over movement). For example, I really like to-hit %s in turn-based games, but not in RTWP.

Real-time movement breaks stat-based archery, unless we allow projectiles to curve in order to hit.

For melee attacks, I'd suggest they have shorter animations to limit the opportunity to dodge.

#22
o Ventus

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You have control over what you try to do, but you can't control all the variables. And your opponents is actively working against you. There needs to be some way to resolve that conflict.

 

And having RNG is entirely unrelated to that.

 

Eliminating the RNG without making the game twitch-based (which I will never accept - the player's agility should have no effect on the character's agility) means that combat becomes incredibly simple. Once a player understands the mechanics, there's no interesting gameplay left.

 

And having too much RNG just makes it frustrating, because you can lose and fail due in no part to any failings on the player's end.



#23
o Ventus

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The problem with eliminating RNG in combat is that it would boil down to rock, paper, scissors mechanics. Chance, fate (whatever one wants to call it) plays a role in combat. Some way of simulating probability is used. Dice rolls are simply easy to use. Other systems have used playing cards.

 

Certain role playing systems that are diceless have either simple mechanics for combat (rock, paper, scissors) or very complex ways of resolving combat to the point of tedium (for many players).

 

The player can control the actions of the protagonist and party, but should have to guess at what the enemy may or may not do based on gather intelligence. RNG also allows games to simulate weather conditions and other variables beyond the party's control.

 

Combat is not based on probability in literally any context other than video games. Including RNG for something like simulating weather I'm okay with, since weather in the real world can only be predicted, not dictated. If it's something that a person would normally have control over (swinging a sword and hitting a target), then RNG shouldn't be a factor. If someone swings a sword and the opponent dodges the strike, it's because the opponent is agile and/or knows how to fight defensively, not because of a dice roll.



#24
Sylvius the Mad

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Combat is not based on probability in literally any context other than video games. Including RNG for something like simulating weather I'm okay with, since weather in the real world can only be predicted, not dictated. If it's something that a person would normally have control over (swinging a sword and hitting a target), then RNG shouldn't be a factor. If someone swings a sword and the opponent dodges the strike, it's because the opponent is agile and/or knows how to fight defensively, not because of a dice roll.

RNG combat isn't supposed to mimic actual randomness. It's supposed to mimic the unpredictability of combat. When you try to do something, you will do it as you intend only some of the time. Like playing darts - you're always aiming for the triple-20, but you don't always hit it.

The RNG resolves those outcomes in a realistically unpredictable way, with odds based on the character's skill at doing that thing.