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Post by Dieguix on Jun 11, 2014 21:06:53 GMT
Okay, i should explain a little better what i meant: Weapon and armor can't go lower than +0. When you obtain an item, it already is +0. Now, you`re lucky enough to find a gem (or whatever) and decide to upgrade your favourite Sword+0. Suppose it fails; you get a Sword+0, nothing changes. Suppose it is succesfull, you now have a Sword+1! How is it better? if the Sword+0 had 15 attack power, it now has 20 (to say something). I didn`t mean it as poison chance or whatever, thats boring. Of course it needs to have a chance of failure to make it a bit more interesting and hard to upgrade items, maybe a 75% chance until a certain lvl, lets say +9, and it starts going down from there, 60% +10, 50% +11, 45% +12, etc etc (there should be a limit, maybe +15). I think something like that would allow easy low enchantment, but if you want to get an uber strong weapon or armor you REALLY have to make a gamble. I think that it would make for a really cool extra gimmick, and it'd be a nice time sink after you get to the high levels. Again, just an idea
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Post by exodeon on Jun 17, 2014 7:50:15 GMT
The devs seem decided on this but I do agree luck on something like that isn't fair nor fun. Especially with end game gear where mats cost crazy money... one person never fails upgrade, gets maxed +12 sword with 1 mil, second person is at +11 fails the next 6 times is now at +5 and has spent 1.5mil. It's too important too the max lvl players as thats one of few things left to do for them. They will try and try until they get their +12 or rage quit. Only way for this not too lead to less players is implementing an item to make it 100% chance and not make that item cost real money.
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Post by Dieguix on Jun 17, 2014 16:29:32 GMT
The devs seem decided on this but I do agree luck on something like that isn't fair nor fun. Especially with end game gear where mats cost crazy money... one person never fails upgrade, gets maxed +12 sword with 1 mil, second person is at +11 fails the next 6 times is now at +5 and has spent 1.5mil. It's too important too the max lvl players as thats one of few things left to do for them. They will try and try until they get their +12 or rage quit. Only way for this not too lead to less players is implementing an item to make it 100% chance and not make that item cost real money. Why isn't it fair? Everyone would have the same odds in upgrading their items. I also don't understand why you're talking about end game gear costing cr4zy m0n3yz when you don't risk losing your items by upgrading them, you only risk lowering it's level as long as it's not already +0. Also, if you've gotten to the point where you're trying to max out your item's levels, you've already put a LOT of time and effort into the game, you're not gonna rage quit because one of you're items drops a couple of levels. Wanting to make it 100% chance of succes is boring, lazy and would completely take the fun out of the idea. There will be lucky players and there will be not so lucky player, it's always been like that
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Post by Archangel on Jun 17, 2014 16:41:39 GMT
I love the idea. Especially if this is going on for end gear. It's something to dunk a lot of coin money into, and makes it even more pleasing to kill those bosses or harder enemies. Besides, what's the worst that can happen? You have a endgame sword, already powerful, you fail on a +10, goes back down a little, you still have a powerful sword. Each level increases stats by like 1 or something to keep it from being to op. But still, nice idea. Get a +15 and sell for lots of money because it was so hard to get it.
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Post by Deleted on Jun 17, 2014 16:54:42 GMT
Yea, this also could create a new "job". People simply using their money to up items and then sell them to make profit. (Or loss if they weren't lucky)
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