(Another) outlook on Gilding changes

Thoughts on the further development of Haven & Hearth? Feel free to opine!

(Another) outlook on Gilding changes

Postby Archiplex » Fri May 13, 2016 7:37 pm

Yes this is my second thread- partially because it's different to my first idea, and has better explanations- and is founded on my beliefs after actually experiencing the system more thoroughly.

I think my biggest complaing about this 'system' meant to change people from only wearing one set of gear at a time (the 'optimal' setup) doesn't change that fact at all, not quite yet.

When you release newer clothing, people will look at few things to determine what will be used: The ease of creation, the stat of affinity, and the gilding affinities that match.

As it is, Linen is the absolute easiest to create- followed by wool. Hats are all very easy, and getting them to decent quality is trivial.

In my case for example, all the gildings I desire are agility-based or exploration based. Since ranger gear is ridiculously difficult to craft in bulk in comparison to Linen, and does not even match my desired affinity- I am much better off using other gear

Wool, hemp nor linen match my affinity, so I am reduced to simply using linen as it's the easiest to craft in bulk in order to try for as many possible gildings in order to earn more slots- but funny enough due to mismatched affinities the chance will hardly ever be above sub-10%, even with accounts with very high sewing and agility.

So, the flaw could also be construed as "well, then we just need more clothing that matches different affinity types"

The issue that creates is that if every affinity type is matched to gildings, then the common clothing (and, thus 'optimal' clothing) to be worn will be of that set- if a "travelers" pants/shirt set was released for agility, anyone with a preference to agility based gildings will use those.

Does that solve the issue of 'optimal' clothing being used? No. It creates the same system we had before (where all miners wore bear capes and tooth talismans, except now they will wear miner's gear and a bear cape instead)- it will merely adapt to whatever you introduce to the game as the new 'best' match for that outfit. Except now the potential stat return is tons higher, and adds a horrible unneccessary grind to create the MOST optimal gear (which, won't be any cool set, it will be something that can be mass produced in high qualities for the most chances at gaining as many gilding slots as possible- linen garb most likely.)

Actual Suggestion below
_____________________

So how do we fix that?

First of all, remove this horrible affinity matching system- cool in concept, not very cool in practice. You can keep gildings require certain stats to implement, that's fine. Here's my suggestion:

1: All equipment has a baseline slots for gildings. 1 slot at 10q, 2 slots at 40q, 3 slots at 90q. Items that occupy multiple spots have double the amount of slots.

2: Gildings do not have a 100% chance to be attached, it is a chance based on the item being gilded, the quality of the item being gilded, and your stat as well.
For example: Linen garb has a 15% base chance. at 40q, this becomes 30%, at 90q this becomes 65%. The chance of success to attach a gilding should be hardcapped by the gilding itself (Meaning, if a 40q gilding is attached to 90q gear, it has the chance of 40q gear)- BUT it should also be the geometric mean between the quality, and the affinity stat (Meaning to have the full 65% chance, you would need 90 sewing as well as a 90q gilding for the 90q linen).

3: Gildings have a range of stats, rather than a specific stat. They should also scale off quality.
For example, Stuffed Wool Lining should have a base of 1~2 constitution and 3~6 marksmen at 10q. At 40q, this increases it to 2~4, 6~12. At 90q this increases to 3~6, 9~18.

When gildings are attached, it randomly picks a number between that range, and that is the stat provided. For extra RNG goodness, gildings should have a possible 0~x range as well (perhaps for particularly potent gildings) that could simply offer nothing at every rank.

For example, a rock crystal could have 0~10 strength, 2~10 psyche, 5~10 intelligence. At 90q, that means it has 0~30 str, 6~30 psyche, 15~30 intelligence. so the gilding could POTENTIALLY give 30 strength, 30 psyche, 30 intelligence, or simply give 6 psyche and 15 intelligence.

4*: Gildings should be able to be removed at-will, removing always succeeds, but there is a chance to ruin the gilding based off the item's affinity stat and gilding quality- this should be even lower than attaching the gilding originally.

5*: Items should have a 'durability' for removing gildings, after breaching certain levels of durability, the quality of the item lowers- possibly losing a gilding slot if significant enough. The specifics are not important, the idea is to prevent items from being completely permanenant.

*Alternatively, keep recycling as a concept and do not add 4 and 5.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1350
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: (Another) outlook on Gilding changes

Postby Ysh » Fri May 13, 2016 8:36 pm

This is looking like putting random on gild attach and stat rolls instead of new slot getting. How is this better or even different?

I think you are spotted on with problems of current system.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: (Another) outlook on Gilding changes

Postby Archiplex » Fri May 13, 2016 8:55 pm

Ysh wrote:This is looking like putting random on gild attach and stat rolls instead of new slot getting. How is this better or even different?

I think you are spotted on with problems of current system.


The effect wouldn't be as harsh or punishing- people would still be getting the stats they want, and there will still be a degree of 'grind' available for people who want it in order to attain the most optimal build- recycling and reattaching gildings until you get the maximum rolls you want. In my view, this is MUCH better than spamming clothing until you get the RNG for 3-slot items or higher.

You are still guaranteed your stat (unless he decides to add 0-x range stuff), but the effectiveness of it is somewhat RNG based, and will require more gildings.

Higher tier clothing should have a very low chance of losing out on gildings (especially at higher quality), and thus need less gildings/clothing to reach optimal status.

I see it as a compromise between what jorb wishes to add (he wants to maintain a grind to achieve good equipment, but add variation between gear)

The alternative idea is having affinities double stat gains- but that only reinforces the flaw that a certain piece of equipment = the equipment needed for a certain stat, and thus anyone wanting that stat would go for that equipment.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1350
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: (Another) outlook on Gilding changes

Postby Thedrah » Fri May 13, 2016 10:21 pm

i wish gilding was endgame, only high tier gear had slots for gilding
such as the early game items give stats without gilding and have no slots for gilding. why not both systems? as gilding isn't newb friendly imo
  ▲
▲ ▲
Thedrah
 
Posts: 936
Joined: Fri Apr 08, 2011 2:20 am
Location: behind you

Re: (Another) outlook on Gilding changes

Postby jorb » Mon May 16, 2016 9:32 am

I agree that the spammable clothes are at too much of an advantage as is.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: (Another) outlook on Gilding changes

Postby Archiplex » Mon May 16, 2016 11:46 am

jorb wrote:I agree that the spammable clothes are at too much of an advantage as is.



Yeah, the main thing about my suggestion is that spammable, early clothing is much less valuable (due to inherently having a lower chance to succeed)- while high tier clothing has a higher chance to succeed

I personally dislike the "potentially ruin slots entirely for a clothing and thus have to remake" system, but that's just my opinion- i would enjoy it more if the disposable parts were the gildings themselves rather than the clothing (or, rather, the part you would have to remake constantly)

Plus, this system lets anyone wear anything they want, given the quality is high enough- just cheaper gear will take more effort to apply the gildings.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1350
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 7 guests