If you’ve read some of the early comments on that topic, you know that a different way to solve the enchantment RNG problem would be to move the enchantments. I think I came up with this by looking at Minecraft books, and other people under the topic had a similar idea,
And these new embers allow you to do just that.
“MOST” is not All (obviously xD)
In my opinion (obviously xD), the system I created solves more problems and solves them better.
But of all the other ideas that have been written under my topic this solution is the simplest and most intuitive, and effective.
Thomas does not confirm that this system will be implemented, but we will let him know under this topic that it is a nice system and that it is without a doubt much better than the current state.
How much do you like the new embers on a scale of 1 to 3?
100% agree on this… especially If you play with friends together and level and progress through the world… the last thing you want is to someone finding a new weapon.. wanting to test / play it but his stats and build doesnt allow him thus demotivating him to keep playing or him beeing stuck with one build he tried on his first play..
Bro lives in my mind rent-free. I’m feeling the same! I hope this new system is not a decoy and it will actually be implemented to balance the rng problem.
I was a little hesitant about how to respond to the poll, because having new embers is obviously better than not having them while being limited in enhancement rerolls, but this solution has some serious problems.
First and foremost, it will be extremely hard to balance. If they are too common, it will completely trivialize itemization. If they are too scarce, itemization will continue to be outrageously painful. And every player will have their own preferences as to what is an acceptable drop rate.
Secondly, such a system would further incentivize players to hoard every item they pick up. Storage problems are already painful enough as it is.
Probably my bad, I should have written indifferent/conflicted it would have made more sense, I can’t change it now because it would reset the votes.
In the end, it’s inevitable, you can see it in my Enchantment System & Gem System topic.
By separating the “Perfect” items from the “Complete” ones, I think I’ve made a small step towards satisfying more people, but in the end, it’s difficult for everyone to agree on something; Devs need to find a good compromise, regardless of the system they use.
Personally I think it would be a good idea if they had the same rarity as the big gems but when you reach the late game there is always a weekly mission that gives you 3 blue ones.
I think that there is simply a need for a type of furniture specifically designed to contain items that cannot be stacked, such as weapons and armor, runes, The devs want to avoid making multiple inventory pages (outside of the player’s inventory) but it’s clear that they can’t avoid it, for example if you have too many runes Eleonor won’t let you see them all because the page ends xD.
Yeah, the inventory management aspect of this game is one of the most dire in need of revamping.
Nobody likes tedious inventory management systems where their play flow is constantly interrupted to go into submenus and delete some item in order to pick up another one because they also paired a poor inventory capacity with considerably restricted fast travel.
Did you guys understand what thomas meant when he said that the enchantment stats roll higher for higher lvl gear? Does that mean that upgrading you weapon also upgrades the enchantments or are they fixed until you exalt them? In that case, wont gear that has been leveled since the beginning of the game be weaker than newly looted endgame gear?
Correct, it’s like this in the beta. If you want stronger effects you have to enchant the weapons to a higher level, obviously then I say that the rerolls are limited if you can’t find what you want you have to power another weapon from the beginning and prev again. (very problematic)
This is definitely a step forward. One system flaw is that the effects will consume storage space. I think that it will be solved if rune and enhancement effects are added to character collection once you extract them, like they did it for armors in beta. Once you learned the effect/rune, you can craft the effect/rune using rare materials. It should be costly to learn and craft enchantments (runes should not be expensive), i.e end game grinding. Therefore, runes and enchantments won’t use storage space, unless you craft them.
(If they implement the proposed ember system, then the rerolling limitation won’t make sense anymore, and can be removed. And if they do add a enchament effect collection, then they can add a effect roll like they implemented for the armors in beta.)
Unrelated to the proposed system, but there should be more ways for getting gems, for example a prospector NPC and jewel crafting table, with associated new ways of getting required materials. I think that the gem infuse system should be improved as well.