blaah wrote: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 !
Indeed, destroying mats isn't the way to go, if we even have to be limited it should be so that we can't go above the 50 levels.
As for the other changes, we've been robbed of our real success rates for years and I'd sooo welcome a fix.
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I think 85% success is to small for a master crafter at a 250er item, in my opinion it has to be 95-99% cause why is it called Master Crafter....
and a master has no chance to raise its success cause you cant lvl higher then master...
Good or bad it seems to me a waste (time, human resources and risk of unforeseeable bugs) at the moment, the crafting system (maybe one of the biggest assets of the game in my opinion) is not so unbalanced to require immediate attention while other parts of the game are...
Risking to upset my fellow crafters the number of masters (PR dig, craft and hunters - due to game age, grinding techniques developped over time and finally cats) in game is proportionally too big compared to player base and to Atys world which is a small one compared to most games on the market - so the false rates of success tended to keep top gear at a balance and not inflate the rare good items occurences.
But oh well..
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tbh destroying mats from a failure is little different than getting a q100 result on a q250 attemp.. item is useless, mats wasted. So the proposals are fine to me, great for lvling smaller items more efficiently (jewels, ammo, LA, daggers).
but tbh this is not a priority in my eyes, there are items on the development list that require attention and have needed it for months (years)
Aajolea, Fashion Consultant
Matisian Royal Lancers
Crafter of Multi-race Light armour, Medium armour, shields, Bucklers, 1h axe, pike, Jewels, amps, auto-launchers and spears. (q250)
The only think I don't like is the Partial Success rate would go from 10% to 15%. So now the Master crafter has 5% more chance to made a piece of junk they cant use. The Partial Success rate is fine for crafting under 250 but at 250 this should change so that the masters crafters fail less then at any other level.
This does sound alot more realistic then the present system at least.
Any craftsmen out there know all to well what it is like to spend time (foraging in our case) and effort only to have something not work right or come out badly. Its the basis for the adage "Measure twice, cut once".
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petej wrote: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
actually not, assuming the degrades are spread equaly above all possible qualities
the overall quality off all items you get while overcrafting is ~40 qualities above the current average (assuming u take a q250 action and overcraft 50 lvl).
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I love the suggestion to cap the crafting to 50 levels above your level. This has several effects, people who have only mastered Heavy Vests can't craft Light Armor for themselves. You still get the same amount of experience for overcrafting if you succeed (ie, the max that you can currently get).
However, I would not have the button stop working for crafting actions 50 levels over the skill, I'd just downgrade the item in the crafting box until it is at the max level that the crafter could craft.
Master Crafter should succeed more, and this is clearly one of the areas that you are trying to address. However, by removing the fail component completely (so that Master's don't destroy materials) both increase the success rate and increase the rate at which a degrade will happen.
I would like to think that if my character failed to craft something its because of the measure twice cut once attitude to doing any work. My character is a Master and knows something is going wrong so stops, and trys again. It is annoying to fail, but it is more annoying to waste materials.
Perhaps if you earned experience from failing this would not be an issue. After all, when ever you make a mistake in the real world you try to learn from it and so hope to not make the same mistake in the future. But this is not a good way to solve the problem either.
What really get's me angry about this is that after months of hearing very little about what is happening with previously announced content, it seems that you are working on things in this game that don't need work just so that you can say "this... this is ours!". We have a new patching system. Great, that's yours! We have a new login screen(and, I admit it was needed after the game transfered hands), that's yours! We have new CSR (I'm just trying to make a point here), that's yours! Range is finally being worked on.
Where is the Kitin Lair? Where are the Faction Towers. Where is anything that was already being worked on by Nevrex before GF took over?
I am, however, glad that this was brought to us first because at least that way we can try and talk some sense into you guys.
This is a bad idea for many different reasons. The best of which, Ryzom has the greatest crafting system of any game out there. Why mess with it?
Sure theres plenty of other stuff they could be working on but I wouldn't of thought this would require many reasources. It's just a bit of math and fiddling with some formulas. With the current success rates being such horrendous lies for people who've put alot of effort in to mastering skills it'd be nice for the Master titles to mean something.
I know we'd all like to see some real new and decent content but the odd fix/adjustment to improve everyday tasks is cool and most welcome too, you just have to look at the 'what bugs you' thread to see theres plenty to do.
Building on top of poor foundations isn't a great plan.
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