Most recent patchnote discussion
All credit goes to Churaragi from reddit.
Good on you Smilegate, I appreciate the information and transparency, good on you. However while you are not lieing, you are also not telling the whole story with regards to the math behind crafting are you?
It takes 70k and 42 mats for T6/85 gear crafting, with all improvements.
Before the patch, runs and stamina required per craft, 1st wave only:
Runs(stamina) - Wyvern 10
GoldMats
8,99(107,96) | 10,5(126) |
After
GoldMats
6,717(120,92) | 5,25(94,5) |
As you can see, before you were limited by materials, it would take 9 runs to get enough gold, but 10.5 runs to get enough materials for a craft.
Now it takes 6.7 runs to get enough gold. Seems good, but oh no the energy increased so it costs 121 stamina to get enough gold. The materials are easier to get, it takes 30 less stamina to get the same amount of materials, but you need both.
At the end of the day, if you want to craft using nothing but stamina and hunt income you are 4% better now, or just 6 stamina less per craft. Cue fireworks guys, we did it?!?. So in fact with regards to crafting, you basically did not actually give anything but a marginal improvement, In fact it is such a small improvement I am willing to bet you did not consider the simple craft per stamina calculation when discussing this.
As for equipment drops, when the epic drop rates are in the single digit percent, increasing it by 100% may seem a lot, but getting 10 or 15 instead of 5 epics after 100 runs is not enough to make most people realize such improvement, because 9/10 epics will be, you guessed it, garbage anyway.
Finaly improving crafting material drops is not going to be generally well received if you explicitly neglect the fact the crafting system needs a complete overhaul to remove most of the RNG layers.
Crafting over farming removes only 2 out of 8 RNG layers;
The layers: Item level, rarity, type, main stat, sub stat type, sub stat rolls, leveling substat rolls.
Nobody is excited or looking forward to spending millions of gold and dozens of runs for crafting materials for a basic slot machine simulation.
Finally, even when you aim to do well, your insistence on treating gold as too valuable is hampering even your well intentioned design decisions. Are you worried about inflation? No you are worried about the prospect of people no longer buying gold with crystals.
There is no trading, no player economy, minimal player interaction outside PvP. Gold can be as valuable as you want it to be, don't try to scam people by pretending you are looking out for us by making sure gold is not devalued.
And we are only talking about crafting here, with regards to just farming gold for other purposes, clearly your own sheet shows only a 33% increase in gold income vs 50% in stamina cost per run.
Maybe if you actually listen to what people want it would have been much simpler. Again, just stick with 8 or less energy per run and if you were worried about the time it takes, then increased the drop rates.
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