Emyre
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- Posted: Mon, 05 Apr 2010 22:38:40 +0000
'Cause Ungo and DW both made threads.
And I like discussions. Yay for peer-pressure.
Note; This thread requires that you read [JK]'s thread on craftables and "Epics".
There will be two ideas discussed here.
Idea Number One;
If you read the replies to that thread, the one issue most people have is the "fail rates".
The idea of questing for recipes, loot, and orbs, only to lose them, turns a lot of people off.
So, what if, and stick with me on this one; you could quest for a success rate.
This would work in one of three ways;
One - Crafting "Skill".
As you craft any zOMG! item, you'd accumulate "Crafting EXP".
The rarer the item crafted, the more EXP you'd get.
After, say, 10 EXP, you'll reach Level 1, giving a 1% bonus to all your success rates.
After that, it'll take 35 EXP to get to Level 2, giving another 1% bonus, for a total of 2%.
It'll allow you to craft more items in order to increase your success rate.
You really want those wearable Bat's Backwings to succeed? Make a couple hundred other recipes to practice.
Syko's Notes; Practice makes perfect. It makes sense. I'd love to see this implemented, but I'm not too hopeful. Also allows a possibility of "Crafting Stores" in the Gaia Exchange.
Pros; Increased demand for loot and recipes, and therefore increased value.
Cons; Increased supply of completed items, and therefore decreased value.
Two - Null Fragments
Ya'll remember Null Fragments?
Bring them back, as an optional addition to the ingredient pool for items.
They would be a rather rare drop, from any animated, with slightly higher drop rates the higher the animated's CL.
When confirming that you have everything and want to go ahead and make the item, you're also given a Null Fragment count, and a text box to type a two-digit number into.
Every Null Fragment adds an extra 1% chance of success.
Null Fragments could also be added to Nicu's shop, sold for Cash, for lazier people.
However they would still be available as drops.
Syko's Notes; Most likely to happen, as the coding is relatively easy. Could also be used in addition to the Crafting Skill idea.
Pros; Gives you control over your success rates, could generate GCash for Gaia.
Cons; Adds more grinding to a grinding quest. Remedied by GC, but still.
Three - Crafting Game.
Make a Mini-game for crafting.
The better you do in the mini-game, the higher your chances of success.
I'm not sure what the mini-game could be, but something craft-related.
With practice, high success rates would be easier to obtain.
You could even ask friends to make the recipes for you.
Syko's Notes; Not my favorite idea, but it still works. Like the "Skill" idea, opens the possibility of "Crafting Stores" in the Gaia Exchange.
Pros; Fun little game, skill-related success.
Cons; Need to make a whole new game, could easily get tedious.
Ungoliath
About the third thing not happening: You know, doesn't need to be like that. It's why I mention the Dance Game we had for Prom. You only need to change the graphics a bit, but the work of it wouldn't change that much. You have already the code and seems that people would like to play that game again.
It's fun and failure rate goes according to your skills. The level of each phase (Without new songs, it's just timing your keys and using a random zOMG music) depends on the rarity of the recipe. The more rare, the more difficult and duration. If you fail, one drop goes away. Never gold, though.
The Nulls can be also implemented to add to the result of that game some percentage of winning.
The code is already on Gaia. You just needs to adapt it.
Chokin
You could even add a badge for a certain score or something.
S1mbo
Another way I thought of would be based on the number of ingredients or orbs you put in. You could for example try crafting an item when you have only half the orbs needed, but its risky as your fail rate increases. The opposite being that using double the orbs needed is safer, and reduces the fail rate.