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
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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.