Well, since they're revamping everything else, how about doing something that the player base would actually appreciate?
Right now, I cant tell you how many times a 10% upgrade has taken 40+ attempts, or a 5% taken close to a stack of preservation wards. And no, it isn't balanced by the number of times it goes below the expected attempts - that rarely happens.
How about a system where your chance of success increases as you make attempts? It doesn't necessarily have to be +10% per attempt for a 10% upgrade, but some amount to put a reasonable cap on tries. Maybe +4 or 5% per attempt?
For a 3% upgrade, perhaps +1% per attempt, and so on.
Alternative:
Instead of adding a percent chance after each attempt, just put a cap on the number of tries. So a 5%, could have a cap of 30 tries. A 3% could have a cap of 60, and so on.
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Or making them considerably cheaper than 100 Pres Wards?
Since the lowest refinement probability in the game is 1% (or 1 in 100) the most Pres Wards you would need to use would be 100 before being granted automatic success.
So since 100 Pres Ward = 1000 Zen, 1 Coal Ward = 1000 Zen. No one in their right mind would use a Coal Ward for a 1% chance when they are guaranteed success with 100 Pres Wards with a possibility that they will actually use fewer than 100 for the process and be left with spares.
If you can convince Cryptic to stop selling, or reduce the price of, Coal Wards and make Pres Wards do a better job... it might just work.
Even with the 3%, 100 Pres Wards is a better long term strategy than Coal Wards for anything other than 1%.
I think I've probably had 2 or maybe 3 go past 100 (never by a huge amount) and I've more than made up for those losses by hitting a 3% in under 30 a couple of times.
it doesn't work that way. you are not guaranteed to get it with 100 preswards on a 1 percent. each roll is separate it isn't cumulative.
So, as suggested, if a 5% chance were guaranteed success after 20 Pres Wards, the same rule would mean that a 1% chance would be guaranteed on the 100th Pres Ward... BUT might be achieved at any point in the previous 99 leaving whatever you didn't use as a free bonus.
Making 100 Pres Wards a FAR better option than 1 Coal Ward at the same price.
In which case, again...
Why would Coal Wards need to exist? .
One R12 to a R13 I used 230 wards. Yeah 3% my butt.
Like I been stating I'm very unlucky with upgrading things and LB. Though +5 rings drop very easily for me.
But no way will they make Pres wards into currency (100 pres= guaranteed success).
That would eliminate the value of coal wards which are a significant revenue source for them.
They'll never do it.
In the current system, Coal Wards are a market segmentation tool. FTP players grind out AD and buy Pres Wards. Coal Wards are not targetting the FTP market at all. They are "pay for convenience", for people willing to pay to not click "refine" 100 times.
I'd welcome a bump in the refining odds as much as you, but every %chance increase equates to 100s of people who will not buy Coal Wards because the odds crossed their "odds worth clicking for instead of paying" threshold.
Highly unlikely they will throw away money like that for no benefit to them.
I am Took.
"Full plate and packing steel" in NW since 2013.
So imagine that instead of a 10% chance to upgrade an item that you can click on over and over until it works, you put in the RP and got a 3%, then some of the last RP vanishes. You put in more RP and now the chance is 6%, and some vanishes. More RP -> 9% -> more RP -> 12% etc etc etc.
(I've had items in STO get as high as 56% before actually rolling over and levelling, but that's a different problem).
Basically, chances of getting an upgrade are lower but every time you fail to upgrade it, your chance on the next attempt goes up.
But we can't have nice things, can we? Gotta keep that RNG, disguised gambling for ludopaths in there, right?
Devs: "you're welcome!"
Essentially what you are suggesting is going to be a static amount of wards then.
If the % chance of failure because that's really what it is, not success. Most players dont understand this. At a 10% success chance you have a 90% chance of failing each attempt.
What you want to do is increase the odds of a successful chance as a ward is "spent".
What you are proposing can also be achieved by telling the player, okay you want to make this next upgrade then you need a stack of 27 pres wards that all get eaten but you have 100% upgrade chance.
Also this doesn't change anything. You will still need to spend the same amount to balance out the system.
If you make enchants "easier" to upgrade their price comes down, reducing their value. If its easy to have rank 15 enchants then brand new players will have all rank 15s by the time they hit level 10.
You reduce the value of pres wards, reducing the rewards that are granted upon getting a pres ward.
Right now pres wards on PC auction house are around 5k each, give or take a few hundred depending on if you are buying in bulk or get lucky on a generous post. If you make it easier to upgrade enchants this price will drop, not a little but a lot based on just how easy you made upgrading.
Over all though the numbers balance out.
If you have 10 enchants that you are trying to get to rank 14, the odds are you will spend just as much as every player has.
Sure some players get lucky with a first or second try %5 success chance but then a few weeks later spend more wards than statistically possible. This balances out over the long haul based on how many enchantments you are attempting to upgrade.
Players seem to conveniently forget when they got exceptionally lucky and only remember the times when they had bad luck and went well over the statistical success rate.
You do realize this has already been implemented in mod 16, right?