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Would you like this implemented   10 votes

  1. 1. Which idea do you like the most?

    • Sacrificial alter
    • Practical Forcing
    • Upgrade progress bar
    • None of the above.
  2. 2. Which ones would you like implemented if at all? (leave the ones you don't want blank)

    • 1
    • 2
    • 3
    • None I hate them all.

Please sign in or register to vote in this poll.

3 posts in this topic

Posted (edited)

One of the biggest grievances in this game is the RNG for Enchantment. Simply put the enchantment system is roundabout and is a time vacuum, a vortex that time cannot escape. Its to much so i came up with some ideas that will take most of the bad luck out of the equation.

Short Explanations:

  1. Add a Sacrificial alter that accepts black stones in exchange for Fail stacks. The more fail stacks you have the less likely you are to get more Fail stacks. This is basically a time saver, allowing you to get back to grinding.
  2. Make Forcing worth it! and not lubriciously expensive like it is now.
  3. Add a progress bar that gets randomly filled every time you add a stone to it. Each attempt will still decrease durability on the item, though less than normal due to the lack of fail stacking in this system. maybe 1 Durability on + enchantments and 5 durability on Pri Duo Tri Tet Pen Enchantments each time a stone is added to fill the progress bar. The bar can just fill up in one stone or Thirty, but it will always eventually upgrade.

Long Explanations:

Here are my ideas for better just simpler ways to handle enhancing gear without decreasing the difficulty to get it (On average) Feel free to of course modify this

  1. Have a alter or piece of furniture that accepts stones to randomly give you fail stacks( 1-5 Guaranteed. 6 -10 75% chance, 11 - 15 66 % chance, 16 - 20 50% chance, 21 -25 33% chance and then after that start needing to sacrifice sharps). If a stone fails to give you a fail stack then it just eats the stone.

    Simply put this won't make fail stacks that much cheaper it will just streamline it to where you won't have to build fail stacks on Reblath armor and then degrade it every time it goes to +15. Lower the average chances to get fail stacks by a bit to make it fair and put this in the game so that players will not have to go through the roundabout route of upgrading and then downgrading Reblath armor. Add a slight cost in silver to make up for the fact that they aren't using reblath even.

    Drag and drop this alter into the game if you want. limit the fail stacks that can be built on this alter to like 35 - 40 to keep players from abusing it to much.
  2. Make forcing enchantments worthwhile instead of so expensive. The cost of forcing is far more expensive than the cost of rolling the dice. Its five dollars to get a teddy bear from the top shelf of the prize booth or one dollar to flip a coin and get the teddy bear. We get it, the top tier items in this game have to stay rare and difficult to get, but can't you make forcing upgrade competitive with Rng instead of the clear loser.
  3. Standardize upgrading: Each time you throw a Armor or weapon stone onto a item it rolls a random number that applies to an upgrade status bar. Going plus 15 takes 30 progress. armor stones can roll 1-30 progress each time. ( 50% chance of rolling a 1, 25% chance of rolling 2 - 5, 15% chance of rolling 6-10, 5 % chance of rolling 11-20, 3% chance of rolling 21 - 29 and 2% chance of rolling a 30.) once the item reaches full upgrade capacity it simply upgrades automatically. maybe make it to where you can even not get any capacity with each stone used. Make it your own

    For going into Pri Duo Tri Tet Pen apply the same rules but make the bar vastly larger. Example Pri will take 250 points to get too, but concentrated stones will give much more ranging from 50 - 1000 instead of 1-30. 

    This system wouldn't necessarily make getting enchantments easier or faster it would just take out the players who consistently fail to upgrade, each stone applied can decrease durability, therefore increasing the costs to be competitive with the current system as well as to keep memory fragments relivant. All i'm asking for is a light at the end of the tunnel, not just a system like fail stacking that makes you more likely to succeed but a system that grantees success in the end, and will always reward persistence. Giving the most unlucky players a light at the end of their tunnel.

Building Fail stacks right now is cancerous. It can give you your fondest dreams or your worst night mare off the bat. You can sit at a standstill trying to upgrade an item while your enemies in other guilds get their weapon to tet within a few tries, or you can do the opposite. What i'm suggesting is to simply take away some of the stress of upgrading in this game, to simply allow players to get that end game gear, and to rid the game of players that leave because they simply get some bad luck. There is no safe route or skill to this system of upgrading, its simply who wins big at the casino in a take all or lose all competition. Consider each of my options for the game, make this game funner for everyone and give everyone a light at the end of their tunnel.

Edited by TheMercOfFury
Fixing grammer issues as i find them

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I don't enjoy gambling so giving me the option to force gear would be nice.


We don't really have the option to force gear right now. It's simply there to trick new players who don't know any better into overspending  :/ 


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Thank you for the input actually I thought of a forth idea since I made this Simply have it to where cron stones are worthwhile. hell give em to players more often in quests to make upgrading easier, and just keep them the same price. I may add more to this suggestion later on. Basically remove the penalties cron stones have to make em more worthwhile for protecting your gear. Take away the ability to earn fail stacks and keep the item from downgrading. But don't take away fail stacks on fail. some day I will type this out in more detail but thanks for your input.

One more thing I made this guide in rage after failing to duo my Kzarka 63 times and failed tri 3 times. My money... its gone.

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