Why does it take me crafting 18 claymores for me to get 1 with a facet?
lets do some calculation, I want a claymore with the Sharp facet:
And lets assume I was rather unlucky and the actual facet chance is ~10%.
Getting a Sharp facet has a 1/17= 5,9% chance as there are 17 weapon facets.
Each craft has a 0,1 * 0,059= 0,59% chance of getting a Sharp Claymore, so 99,4% chance of not getting it.
So if I craft 115 claymores, 1- 0,994^115= 49,9% , I have a ~50% chance of getting one with a sharp facet.
More math: each craft requires 8 copper ingots and 1 human bone.
Copper ingots require 15 seconds to melt in optimal condition, so: 15 s * 8 ore * 115 claymores = 13800 seconds ~3,8 hours to just melt the ore.
and lets add that the 920 ores need to be gathered as well, so 460 times mining.
All this for a 50% chance of making 1 of my desired equipment + facet.
This is waaaaayyyyy to grindy for an action focused game.
So my suggestion would be:
Make the anvils have different % chance of adding a facet.
Tier 1 : 1/3 chance, introduces some early game luck, but honestly early game people are probably aiming at completing the town, so mostly really dedicated crafters will get something out of it. Furthermore interacting with the early game anvil is a perfect opportunity to give an introduction to facets.
Tier 2 : 2/3 chance, midgame players have a better idea of their build and can start aiming for something specific. (going from 10% facet chance to 66% makes it so I only need to craft 17 claymores to have a 50% of getting a specific facet, a 86% reduction on grinding)
Tier 3 : 3/3 chance, endgame crafting shouldnât be about tediously mining basic resources. Furthermore even just getting your desired facet is still a 5,9% chance so still very, very annoying. Honestly on tier 3 Iâd introduce a system where when you craft you get to pick from 2 options which one you actually want to craft.
(Maybe even introduce the âpick your craftâ system at tier 2 and up the options to 3 at tier 3)
my reasoning behind al of this: As a player I want to theorycraft and think about and work towards an effective and/or interesting build. right now Iâm just doing resource runs to get towards my ideal build and itâs killing the fun for me.
I really do love the depth of the crafting mechanics and getting towards my goal and I shouldnât be punished for engaging with the crafting system, nor should the resource/crafting system overshadow the action/adventure genre of the game.