Production: Proposed crafting changes

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Marjo
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Production: Proposed crafting changes

Post by Marjo »

We are modifying the success and failure rates in order to have a more reliable and more logical system. This will also allow us to fix an issue related to crafting partial success rates.

Click here to know what are the changes we are working on. Please give us your feedback in this thread.
Last edited by Marjo on Thu May 03, 2007 10:55 am, edited 1 time in total.
Reason: URL updated
Marjo
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ffxjosh
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Re: Production: Proposed crafting changes

Post by ffxjosh »

*thumbs up*

Tho wont this mean it will be easier to get more experience with overcraft?


EDIT: Just to clarify, If i craft sumthing 100 levels above me, theres a 10% chance of failure, and with that each mat has a 50% chance of vanishing. so is that mat as in wood (i.e all in selection) or each indivudal material (I.E each of the 40 materials get a 50 % in a HQ /HA vest?)
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sebron
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Re: Production: Proposed crafting changes

Post by sebron »

At last some real good news. :eek:

Thank you Game Forge...


Now if you can just make cristals forageble so small guilds like mine, can have a way to get them. :rolleyes:
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japamala
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Re: Production: Proposed crafting changes

Post by japamala »

I think that crafting things like ammo, that involve explosives, should have a chance to explode when there's a total failure...

just my thoughts.
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sprite
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Re: Production: Proposed crafting changes

Post by sprite »

Looks good to my non-crafter self... IS this something you're doing as part of the economy revamp or is it just something you thought needed "fixing"? :o
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akicks
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Re: Production: Proposed crafting changes

Post by akicks »

No, No, No, No, No.

This is a bad idea. Destroying materials? Raising degraded items minimum quality? It both makes it easier to level (on average, you'll always get more xp for overcrafting this way than the current way), and harder to craft (destroying materials!). (I'll have some constructive ways to solve this later, once I've had a chance to think about it some more ;) )
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Re: Production: Proposed crafting changes

Post by petej »

Over_Craft_for_use is gonna be more expensive , 2.1x the amount of mats at 50+

Old was 5 out of 45 , New is 5 out of 90 + 5% (10% chance of losing 50%)

Guess they want to keep me digging :)
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syneti
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Re: Production: Proposed crafting changes

Post by syneti »

I say yes to the degrades and success rate NO to losing materials you spend all day as a armor crafting trying to keep your lower parts uptodate via overcraft even the 2%-10% chance of failure would hurt those efforts with 50% of losing every material used bad idea that one
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tr808
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Re: Production: Proposed crafting changes

Post by tr808 »

syneti wrote:I say yes to the degrades and success rate NO to losing materials you spend all day as a armor crafting trying to keep your lower parts uptodate via overcraft even the 2%-10% chance of failure would hurt those efforts with 50% of losing every material used bad idea that one


I second this, at this point u need to dig all day for, lets say, 20 minutes of crafting, by letting me lose materials ur pushing me in foragin even more.
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Re: Production: Proposed crafting changes

Post by blaah »

akicks wrote:This is a bad idea. Destroying materials?
same here. they should make it _impossible_ to craft item 50+ lvl over you craft level. success is 0%, so you cant press the button even.

with destroying mats.... if the random number generator will stay the same, it's very possible that user can destroy whole bag of mats without getting any xp. ohh the fun !
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