(Ignoring the bugs that have already been reported, they will obviously be fixed)
(Ignoring that recipes ingredient are too many and too rare, and RNG based)
I think that if I saw an Item in a merchant’s shop, it should be considered discovered.
I think the system is perfect for weapons, and it’s clear it was designed with them in mind.
I find it strange, tedious and too expensive that I have to search for each piece of armor instead of searching for an entire armor.
Off-hands should be divided in different categories like weapons: Light Shields, Medium Shields, Heavy Shields, Quivers, and Utility (only the torch for now).
I think that searching undiscovered furniture should cost 1 instead of 3, after all it’s just furniture.
I think Runes should be craftable and therefore part of the Scribe table system
I like it, but i agree with @Lombix_4 on points 2,3,4 and 5. What i would change to support roleplaying multiple characters after the first one is: - Move the Research over to the respective vendor. And make him learn a crafting recipe, this would then be available to craft on this vendors station. And if i want to play a charcter on another realm, or craft in my house, this character can learn it for say 1 paper. I think this would also be cool for coop.
Currently too expensive in research papers considering they removed food recipes from vendors, and weapon/armor recipes from any vendor that’s not Finley as well.
Since you’ll be blowing a ton of research papers just to unlock food, and then for rolling for the craftable chests to deal with the really bad and restrictive inventory size system, you’ll barely have enough papers to uncover armors in a reasonable period.
I did a whole campaing to lv30 and only have the food recipes unlocked plus the gauntlets, and 1/4 the cloth chest and helm slots. The rest is largely undiscovered.
And when you do discover something, materials to craft them are so damn scarce that often you can’t even craft the item because of how rare cloth and animal/human parts are.
@Zenith In your opinion, how much should the drop rate of research papers increase by +30%, +60%, double, or more. In my opinion, If the chef returns to sell the recipes and we occasionally finds recipes like before, the drop ratio is ok.
Also @Coxinigo you didn’t vote, I’m curious about your opinion.
I have mixed feelings. I had the same issue as @Zenith with the recipes, but I thought it was a bug.
Then I spent a lot of papers unlocking different gauntlets at once, but it didn’t feel very rewarding to unlock them without actually getting them as enemy drops. I missed that “wahoo” moment
That’s why I created this poll, to see if anyone has a better solution. But anyway, I have faith in the class system that’s coming. I think it will change how this system works.
I like how it lets us discover new weapons that haven’t been came across, and let us craft the weapons we already have discovered. But, i find it a bit annoying how certain furnitures, especially chests are also locked behind 3 pieces of Research Papers. In the early to mid-game, inventory slots as well as plague ichor are scarce which forces players to either gacha for a chest recipe or their favorite weapon and have a hard time managing storage (heavy on materials since a wide variety can be picked up but not much can be stored). This makes early game progression feels like a warehouse simulator which i personally dislike XD. IMO, one research paper should be enough to research a piece of furiniture, or maybe, dividing them into tiers which takes 1/2/3 research papers would be ideal, making small chests available earlier on.
about furnitures, right now it is definitely discouraging do research for more because the only options you have is: either to buy stuff from Whittacker and thus being able to unlock corresponding recipe, or to spend 3 research scribes for each random item while theres about more than 15 furnitures to unlock.
my suggestion is that there should be multiple options for the scribe table and the research system: being able to research the recipe for already obtained items is good, but vendors should also like Finley sell recipes for different items, so you dont need to buy the item for the full price, but rather craft it by yourself thanks to the recipe. then theres armour sets, you can unlock for crafting 1 piece of the set but the other ones, among many other pieces, will be still undiscovered, suggestion: researching any piece of an armor set will reveal to you other pieces of the set, but you need to spend research papers in order to unlock specifically them, this way you will need to spend less papers on RGN, and get a set of armor discovered right after researching a single piece of it.
this one is actually sounds great for every item category, but for now we only have 2 tiers, white and green, and its absolutely only makes sense to roll your random searches for a set amount of papers in specific item tier.
My take on the scribe table is that i doesnt deliver me any rewarding feeling. 2 Hours in game, instantly knew all the recipes (The timer remove is also a big unrewarding mess while building now). Also i knew what ingredients i will find in the future part of the game, so finding new staff is not that exciting at all anymore. I love to simply research stuff i found, but why give me this super cheap rolls for unknown stuff, this i dont like. Also that its all in one place and i dont have to go for food recipes research to the pantry for example is not immersive at all. I like the idea but this loveless random table is the least immersive version.
I would reduce it to already found items and distribute it to the vandors for immersive reasons.
3 papers i s much to low for random discovering in my opinion. 2 Hours gameplay i had approx 40 of them. So did my friend. We had all the stuff super quick, felt absolutly not rewarding. I dont like the system at all. Do it like in dont starve for basic stuff like chests, bring recipes back, its rewarding to find new furniture (if its just cosmetic).
I think it’s far to easy. And very easy to exploit. It should be much more difficult to crafts/research weapons.
This Takes all the discovery away from adventuring and running around the map.
Instead of finding a cool new weapon or item. Let’s just hit boring rng button and let it give us it. Ya that is so exciting
Thus is just more innstant gradification for the new generation of gamers who have tiktok/instagram brainrot.
Might as well just let us all craft every item at the beginning of the game.
This is why I hated elden ring. Everything is just handed to you.
That’s exactly how I feel. The gacha system lets you get every item really fast without discovering it. I prefer the satisfaction of killing enemies and finding a great piece of gear in the drops.
The only items I get from the gacha are storage items and recipes (I would like to be able to get them directly from the chef). I don’t use it for weapons or armor.
i honestly like it a ton, one of the better decisions made for the game
with such a huge gear loot pool now, ive seen folks speculate that certain items even got removed from the game because they simply could not find it after hours and hours
also gives the dozens of bloaty crafting items - previously nothing more than selling fodder - a consistent purpose.
very nice
now, the amount that it narrows down the rng pool still might be a biit too high for some less developed categories of weapons