Crafting Values have too diminishing returns.

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Crafting Values have too diminishing returns.

Postby LadyGoo » Wed Apr 12, 2017 8:55 pm

So, some of my peaceful villagers are getting rather bored after reaching the max capacity of everything. In simple words, after reaching certain stats and skills, it's pointless to keep grinding them further. As you may well know, the food and curio market has faced stagnation in W9, while stat caps were present. Similarly, the crafter is facing caps all around. Gilding made it easier to reach the max. stats needed to butcher, craft, mine, plant-harvest anything within 2 months of time. They will also face the cap in terms of the tree growth (since the mulch is still capped by the animal/crop quality you manage to gather).

IMHO, the crafter stats and skills shouldn't cap, but also participate in the quality increase of the objects being crafted. For instance:
- higher stat for the guild affinity would increase the chances of the second slot much more than it would now. So, if you have 1000 in farming, you would have a 90% chance to open the second slot in a farmer's hat.
- higher skill/stat would affect the quality growth of the crops. Or make the secondary output of a higher quality. Let's say you plant flax q 100, but with 1000 skilled farmer you would harvest 200 flax fibre.
- skills/stats participate in increasing the quality of the objects you're crafting.

That way crafters would have the motivation to keep playing and won't feel like they've reached everything. Last world I had situations where some neutral people never related to any factions would handle me characters with 200 skills and 300 in stats (crafters) because they were quitting.
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Re: Сritique: Crafters

Postby Fostik » Thu Apr 13, 2017 12:39 pm

LadyGoo wrote:In simple words


Dis bots done with crafters caps, make a game "press x to win" for us.
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Re: Сritique: Crafters

Postby maze » Thu Apr 13, 2017 1:36 pm

Cause we should also kill the market in gildings crafting.
and let botters hold all the power in the trade markets.
No thank you.

bad idea.
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Re: Сritique: Crafters

Postby Potjeh » Thu Apr 13, 2017 1:38 pm

IMO crafting grind should move away from infrastructure grind (crafter stats & processing station) towards individual product grind (like iron spiraling or gildings, but a bit less repetitive if possible).
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Re: Сritique: Crafters

Postby iamahh » Thu Apr 13, 2017 3:28 pm

pvp is renewable end game, it's why I still play ARAM in LoL daily... but people don't want to pvp because permadeath, non capped titans, quality differences, outnumbered battles, lag...
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Re: Сritique: Crafters

Postby stya » Thu Apr 13, 2017 6:58 pm

How about no? Just no? This makes no sense.
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Re: Сritique: Crafters

Postby NOOBY93 » Thu Apr 13, 2017 7:03 pm

stya wrote:How about no? Just no? This makes no sense.

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Re: Сritique: Crafters

Postby jorb » Fri Jan 05, 2018 10:20 am

Myeah, idk. I see your point that there should be a point to grinding to the max, but I'm not thrilled about those ideas. Will try to give it some thought.
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