This game needs to address the Random Number Generator (RNG) used for refining. The game is having the fun sucked out of it by the failure rates in get items refined. I'm not saying that failing 80 times on a three percent chance of success can't happen, I'm saying that it
shouldn't happen.
The entire game is about Character progression and refining is a big part of that progression. Failing to get anything at all when you've gone past what the game says it should take to get what you want makes the game sucky money pit >:) and makes us, the players unhappy
. The costs involved in refining are far too high to have this kind of thing happen.
It's infuriating
and frustrating
, I know because it just happened to me
... again
and when it did I was thinking to myself; self, why do you waste time and money playing a game that is suppose to be fun
and make you happy
but instead makes you angry
and frustrated
? I didn't have a good answer for that question, and the fact that I didn't should concern you a bit, because your jobs kind of hinge on us not having to ask ourselves that question in the first place, in short if we go away, you go away and none of us want that to happen.
The best possible solution I see is to remove the wards from the game and make the chance for success 100% all the time
, I know you won't consider that solution
, its been suggested several times with no success probably because you look at refining as a revenue stream for the game, and the more we fail at refining the more money you make >:) .
You should reconsider this idea, recent changes in refining and enchantment levels and powers seem to have lost a large part of your player base
and with it a lot of income, would you please at least toy with the idea limiting the failure rate to the percentage chance currently used, such that if you have a 10 percent chance of success that the most you could possibly fail would be 9 times and that on the tenth time success would be automatic. it would go a long way to alleviate our frustrations with refining.
Comments
They get the same money whether that 3% chance burns an expected 33.3 preservation wards or burns a "Token of 3% Success" priced the same as 33.3 preservation wards.
In not providing such a token, the assumption is there is some benefit to the player (fun? chance of early success?) or that the effort to add that feature is too much for the expected player benefit.
Personally, I enjoy the randomness up to about 25% success chance. After that, it's just tedious.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
;D~
[SIGPIC][/SIGPIC]
Now you could propose a "buyouts" solution where you opt to provide 10 pres wards on a 10% chance for a guaranteed success. In this scenario cryptics earning would not be impacted because they aren't giving you the chance for a less than 10 ward success. Their profits would be the same because the "buyouts" would provide the same rate of return as gamblers who take the RNG approach. I would be all for this, mostly because i hate the refinement process and anything to make it faster/easier is welcome.