Let us combine items we find to make new gear. All you would have to do would be give half of each item's number values to the end result. Also require crafting materials to combine. Better crafting materials will provide better chances for a good outcome. Have a chance to slightly increase the total average for the two items. I'm sure the dev's could come up with a way to work out the numbers. Only allow unbound items to be used to re-craft and have the finished products be tradeable.
Here's a general idea what I'm talking about. The same basic system could be applied to other types of items such as the chance for damage items etc:
Say I had 2 level 40 items.
One gives 50 recovery, 10 endurance , 20 defense and the other gives 50 constitution 10 endurance, 20 defense.
I combine the items for a chance to combine their stats.
Possible outcomes:
Best possible result: 27 recovery, 12 Endurance 27 constitution, 22 defense
Good result: 26 recovery, 11 endurance, 26 constitution, 21 defense
Average result (have this happen the most often): 25 recovery, 10 endurance, 25 constitution, 20 defense
Below average result: 24 recovery, 9 endurance, 24, constitution, 19 defense
Worst possible result: 23 recovery, 8 endurance, 23 constitution, 18 defense
For combining things such as hold/damage resistance simply give half the bonus to the end result. With chances for extra damage give half the damage or half the percentage chance to deal damage.
something needs to be done I have yet to craft anything better than what I can find.
Same. I gave up on even ranking up my crafting skills at 200 something. That's why with my system you could re-craft the stuff you find randomly for a chance to make it slightly better.
Let us combine items we find to make new gear. All you would have to do would be give half of each item's number values to the end result. Also require crafting materials to combine. Better crafting materials will provide better chances for a good outcome. Have a chance to slightly increase the total average for the two items. I'm sure the dev's could come up with a way to work out the numbers. Only allow unbound items to be used to re-craft and have the finished products be tradeable.
Here's a general idea what I'm talking about. The same basic system could be applied to other types of items such as the chance for damage items etc:
Say I had 2 level 40 items.
One gives 50 recovery, 10 endurance , 20 defense and the other gives 50 constitution 10 endurance, 20 defense.
I combine the items for a chance to combine their stats.
Possible outcomes:
Best possible result: 27 recovery, 12 Endurance 27 constitution, 22 defense
Good result: 26 recovery, 11 endurance, 26 constitution, 21 defense
Average result (have this happen the most often): 25 recovery, 10 endurance, 25 constitution, 20 defense
Below average result: 24 recovery, 9 endurance, 24, constitution, 19 defense
Worst possible result: 23 recovery, 8 endurance, 23 constitution, 18 defense
For combining things such as hold/damage resistance simply give half the bonus to the end result. With chances for extra damage give half the damage or half the percentage chance to deal damage.
Id vote for just reversing the retarded changes they made, or give me my goddamn gold back that I spent buying all those stat enhancements to craft with only to have them all rendered useless.
Also they need to add more custom stat gear of higher levels, then people would have a reason to go get components again.
Id vote for just reversing the retarded changes they made, or give me my goddamn gold back that I spent buying all those stat enhancements to craft with only to have them all rendered useless.
Also they need to add more custom stat gear of higher levels, then people would have a reason to go get components again.
Cryptic don't try to fix **** that isn't broken
I don't know if those changes to the Enhancements were intentional. If they were then crafting is worthless. The gadgets pretty much suck and I think you can just buy heals.
I don't know if those changes to the Enhancements were intentional. If they were then crafting is worthless. The gadgets pretty much suck and I think you can just buy heals.
I still think the best way to make crafting viable at this point would be to allow the different trees to apply bonus stats to existing dropped equipment based on the focus they currently have and having the different tiers (0-100 - 1 or 2 bonus stat points) (100-200 2-4 bonus stats) (200-300 3-6 bonus) (300-399 4-8 bonus stats) (400 5-10 bonus stats and can only be applied to 40 purple gear)
the above would use the lower number if it was a one stat focus and the higher number for a 3-4 stat increase with a 2 stat increase taking a mid position.
in other words say I have a nemesis primary that gives
56 con
10 strength
8 end
2 recovery
I have science and can buff int/end on this piece of gear
I would be able to increase he int and end by 4 each making the final stats
56 con
10 strength
12 end
4 int
2 recovery
or I could craft an enhance to just add 5 con
making the stats
61 con
10 str
8 end
2 recovery
this adds customizeable gear improvements increases craftngs usefulness is not overly powerful due to spreading stats is scaled to get better with skill level.
also the craftable upgrades could be sold from other skill focuses. so with enough time and effort you could customize all your slots to fit your concept... and also this would make it so if you don't want to craft you could just buy these craftable enhances off the Trade house.
I see this as having zero drawbacks and making crafting useful and worth the effort currently its used to make bags and consumables.
Interesting idea, but from a coding standpoint not really feasible(imo... I could be wrong, haven't seen their code at all)... It would take a complete overhaul of the crafting system to do it.
Comments
Same. I gave up on even ranking up my crafting skills at 200 something. That's why with my system you could re-craft the stuff you find randomly for a chance to make it slightly better.
Id vote for just reversing the retarded changes they made, or give me my goddamn gold back that I spent buying all those stat enhancements to craft with only to have them all rendered useless.
Also they need to add more custom stat gear of higher levels, then people would have a reason to go get components again.
Cryptic don't try to fix **** that isn't broken
I don't know if those changes to the Enhancements were intentional. If they were then crafting is worthless. The gadgets pretty much suck and I think you can just buy heals.
They were intentional...
Maybe that's Bill Roper's plan?
To make a game, make it suck, get the profit, and move on to another game, wash rinse repeat.
that way he doesn't have to worry about maintenance, etc, on a game he doesn't really care about.
Why does everyone make this about Roper?
I've interacted with the guy before, and I seriously doubt he is the problem...
Also, crafting here is Antiproton's "baby" and he is calling the shots on this...
the above would use the lower number if it was a one stat focus and the higher number for a 3-4 stat increase with a 2 stat increase taking a mid position.
in other words say I have a nemesis primary that gives
56 con
10 strength
8 end
2 recovery
I have science and can buff int/end on this piece of gear
I would be able to increase he int and end by 4 each making the final stats
56 con
10 strength
12 end
4 int
2 recovery
or I could craft an enhance to just add 5 con
making the stats
61 con
10 str
8 end
2 recovery
this adds customizeable gear improvements increases craftngs usefulness is not overly powerful due to spreading stats is scaled to get better with skill level.
also the craftable upgrades could be sold from other skill focuses. so with enough time and effort you could customize all your slots to fit your concept... and also this would make it so if you don't want to craft you could just buy these craftable enhances off the Trade house.
I see this as having zero drawbacks and making crafting useful and worth the effort currently its used to make bags and consumables.