Development Cycle Archive
Thread: IT 7-3: Crafting System Enhancements
One of the top concerns for crafters of all types was the issue of “critical fails”. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter’s raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player’s assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Have you noticed a difference in the crafting results?ffice
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Crafting on the whole seems to be much improved. Experimentation now gives better and more realistic feedback. However, some people do feel that currently the experimentation system is too reliant on the quality of materials used and that player skill has no impact at all beyond the number of points you have access too. In other words, the quality of the materials should be the most important factor, but at higher skill levels you should be able to do "more" with poorer quality materials than you could at lower skill levels.
On the whole though, I like the new system
you do get hurt more with poorer quality stuff, but your successes with good materials are greater than they were pre-patch ![]()
I have a bad feeling about this...
With material quality mattering so much are you guys planning on fixing all of the advanced components and high endweaponswhich require named materials? The current system allows for a few of these advanced components to be useful, but since things like Rhodium Steel and most iron having terrible conductance advanced parts and high end ranged weapons will have worse stats than the low end ranged weapons (which can use virtually any material allowing for higher quality) on most servers irregardless of crafter experience. This is backwards from the way it should be, high end weapons should be doing more damage and advanced components should improve weapons not detract from them.
Using 908 OQ avian and 968 OQ reactive gas, before I was getting 853 packs now they can vary from 810 down to 300's depending on the "roll".
Took Alot
Master Doctor on tc1
Hell making enhance D's was already a pain to do, and usually you have to settle with one "poorer" component it's just too hard to get ALL the resources needed in good quality.
The difference I noticed is directly related to experimentation, I'm Artisan 4434 and I have much more average / good success than great / amazing. But maybe it was bad luck.
Tried to make a WS item right after (0101) and experimentation gave a critical failure ... oh .