As I ponder what kind of Item Facets I might want for my future builds I find myself considering the randomness of crafting overall.
Currently (on experimental branch) if, for example, I want to get a piece with Agile, and then take it to the enchanter to hope for some stamina enchantments, I’m looking at effectively random (the base item) on random (getting a facet at all) on random (getting Agile) and that’s not even counting a further random for the enchanter herself. That’s a LOT of random for something I’m trying to specifically craft.
Suggestion: Controlled crafting
What I’m proposing here is changes that adds effectively 3 ways to control the crafted item. (Armor used as example.) People can choose one of the 3 following things (the example picture has 1 picture for each)…
Basic craft
- 0% chance for Item Facet
- Lowest / base cost of resources
Benefit: You have the most control to get a basic item while spending the least resources
With this mode you are basically just looking to craft the most basic item with the highest randomness in its level. You are probably looking to craft maybe 5 and see what the enchanter can do with them and expect to keep maybe 1.
Advanced craft
- Increasing chance for a higher crafted tier. (In this example I considered this item to be tier 3, so it takes the most additional resources.)
- 15% chance for Item Facet (that’s about what it currently is from my experience)
Slightly higher cost of resources, increasing to 30%(?) (I personally may not use them, as I hybrid, so maybe this should have a separate control from the tier increase.)
Benefit: By spending more upgrade materials you increase (and reduce the span of) the tier / level range the item will be crafted. You go from totally random to reduced tier range. (My example shows 3, which may not be balanced for max tier, but honestly it feels bad to craft something then need to literally upgrade its level 10x.)
On the example armor piece it’s only showing reduced level range increasing as you add more special mats. But for a weapon this should also show a reduced damage range increasing with special mats.
Focused craft
- 100% chance for a chosen Item Facet based on the gem used.
- Gem level required depends on the item tier
Benefit: This would allow people looking for a specific Item Facet, in this example this is Mystic, to be guaranteed it would happen. (Again, if they are going to then enchant the item you are still going to have a random chance the item becomes junk after the enchantment.)
Problems with the suggested system
Of course the additional UI elements would have to be built for the craft window and you may need to add data on the back-end for the additional crafting options.
With the advanced option you’d have to check that there is drop balance of the upgrade materials, but this is super easy as it wouldn’t require any new or additional coding, just a tweak to the drop rate.
Focused crafting would require the adjustment of gem drop rate, as well as a crafting station at the enchanter to upgrade / break apart gems to get the required gem level the item would need. (I’m guessing this is already planned in some form, as she’s had a station in her area that’s not useable for several builds now. Maybe even the whole time. I don’t remember, heh.)
There is really nothing wrong with the current system, but I did find it a little disappointing if I’m trying to target a very specific thing. This was what my brain has come up with for helping people target a specific thing while still retaining some of the fun randomness of the system. (Completely random, as is its current state, is simpler, sure, but if someone is looking for a specific Item Facet, and then is going to want specific enchantments on it, foooooo, those odds seem astronomical with the current system.)
