Good, better, but I have the impression that it is more complicated than it needs to be, and that there is a way to get what you are looking for with less complications, but maybe it seems complicated to write but in practice it is not.
I have an idea on how to make this lock thing more streamlined. Hope I understand your intentions correctly (obviously I still prefer the system I’ve already shown you).
This example is to help you optimize your idea: When you insert an enchantment with the ember, You will be given 3 options, then you can choose one of them and repeat until you find what you are looking for, once you have found what you are looking for you can confirm the enchantment, the enchantments shown during the selection process are not active and have no effect (until the enchantment is confirmed), once the enchantment is confirmed it is not possible to change it.
This way you can immediately get an item with a well-defined and unchangeable personality before sublimation, but you don’t have to throw away the item, but as a counterweight until you decide the effect you want the item can’t use “temporary” effects.
Is this the system you were looking for, or is it just a good compromise? (or maybe I still haven’t understood what you’re looking for xD)
It makes sense, but I think it also makes sense to block only one thing at a time so that we have a sense of work in progress towards the perfect item, and it’s a multi-step thing, but blocking everything still has a sense but it’s more committed so at this point it would make more sense for all the effects to be achieved at once rather than one at a time.
But this is more a question of preferences I think giving small rewards in steps is more satisfying.
I agree must be used in right doses and in the right places. RNG is just a tool and it is not intrinsically good or bad.
As I already said RNG has to respect my work (and my time) and this system doesn’t do that, because, It seems like we’re taking steps forward and steps back, If the progression system has to integrate RNG (in the case of NRFTW I believe this is the case), the steps forward must be clear and fairly constant, and wasting an item because I can’t fix it anymore is a big step backwards, an undeserved punishment assigned by the RNG, Blocking enchantments before obtaining the item that you want is a problem.
If I decide to work to achieve something I must be able to determine more or less how much work time it requires or what obstacles do I have to overcome to reach the goal.
but with limited rerolls, (or with rerolls that are too random), It always seems like I’m being punished or rewarded by the RNG, it’s true that I invented time and work but it still doesn’t seem like a direct consequence and for this reason it’s less satisfying.
But here I think there also is a confusion between “Perfect build” and “Complete Build”.
If I want to try a build, and I already have everything in mind, I have thought about and designed that specific combination (but without trying it in game I can’t always understand if I like it or not).
After doing this mental exercise (in post game) I should already be able to assemble this idea and assemble it, and if it works as I imagined, this is the prize. This way you get a “complete” build.
The “perfect” build is the one you get by overcoming difficult tests and playing a lot, which gives you that satisfaction you’re talking about.
Part of the answer is already contained in what I said earlier.
The essential reward for creativity is trying the build. If you can’t try the build, or if you have to face too many complications to try it, creativity isn’t rewarded.
And if you don’t reward the player’s creativity, they aren’t encouraged to be creative, but to be efficient, and creativity slowly dies.
The result is that more and more players try to make Op builds, and not fun builds and or customize them according to their preferences.
In my opinion, during the story the players must be able to choose between the options offered by the RNG or have a 2-4 of builds that they can make for themself.
Then in post game the players should be essentially free to experiment, with just a couple of limitations, to ensure that players don’t change the build continuously without ever having the time to appreciate the builds they make.
And for perfect builds I think being able to sublimate 1-3 effects per day would be a good balance, means that if you play every day you can get a perfect build in one or two weeks.
It takes enough time to complete a build to be satisfied but the time is short enough to allow you to do more and start a collection of perfect builds instead of stop playing.
I can understand if someone would want perfect builds to be much harder to get like one item a week, but with so much time required in my case would mean making only one or two perfect weapons and then playing only to test builds.
The thing is you find embers the same way you find gems (so you can’t farm for one or the other) but gems are rarer, you never find yourself in a situation where you have many Embers and few gems or you have many Gems and few embers. So in the end the best option is always to mix the two.
Since large gems cannot be crafted, if you want to get a perfect Build, sublimation is the more reliable process, which only works with enchantments.
So players who want perfect items will probably prefer enchantments over gems, with the exception of large gems, which are very rare, we are talking about hundreds of hours of gameplay to get them all, let alone to get 6 copies of each one.
Also even assuming that having both systems is only useful during the campaign, it still makes heaving the double system sufficiently useful! In my opinion it would do a very important job, for example no one uses mushroom soup in the late game except in desperate cases, but the game without mushroom soup would be worse.
I think the system I propose is also very similar to the difference between crab soup and mushroom soup. It almost seems like since they do the same thing, there’s no point in having both, but actually, having these two separate recipes is very useful. In the early game, they’re equivalent and you use one or the other based on what you have, but then you find stronger recipes that use mushrooms, and then You use crabs for simpler recipes and you keep the mushrooms for the best recipes. Then you find a very strong recipe that uses crabs and then they swap roles, and then there’s even a recipe that uses them together. But crafting these simple recipes never becomes truly useless, but even if it became completely useless it wouldn’t be a problem because both are needed at the beginning and in the mid game the game would be clearly worse. (I hope the analogy makes sense to you xD, obviously it’s not exactly the same thing it’s just a similar example).
There are a lot of effects in the enchantment system that are useless and that no one would choose, with the elimination of such effects the process would be slower, obviously in the long run it would still be a problem, But increasing the drop rate of embers it should be a sufficient countermeasure.
I also think you’re not considering that each enchantment (and the gems too) is included in a group, so if the item already has a stamina effect (regardless of whether it comes from a gem or an enchantment) the enchantment effects list has fewer effects given that all those related to stamina are removed.
This combined with the fact that each character has the possibility to choose between 3 options, essentially means that with 2-6 rerolls you get what you want and therefore the gem system does not seem so clearly more deterministic since you still have to find / craft the gems. Since new effects are often included in the old groups (the critical in the damage group, the blood in the infusions group, etc.) It also takes a long time before the system becomes problematic again, and if increasing the drop rate of embers is not enough, new ideas can be found to fix the system.
For example, a change can be made to the reroll system so that enchantments that have appeared and were not chosen and/or have been rerolled previously have a lower probability of reappearing for the next rerolls and similar improvements.