Potjeh wrote:Anyway, yeah, I didn't really like the slotting threadmill in Salem and it doesn't look like I'll like it here. IMO the whole thing with fail chances is just too grindy. How about simply having a fixed number of slots depending on clothing item? To retain some degree of alignment of looks and buffs different clothing could simply provide multipliers for total gilding bonus. Ie if you wear a lynx cape which gives 10% agi bonus and ranger boots which give 5%, you get a bonus of 15% to the sum of all your agi boosts regardless from which piece of clothing they come from. This way you don't have to make tons of clothes until you get a lucky streak, you simply need to make new clothes when you're upgrading their quality which is pretty much how it worked until now.
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Potjeh
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Re: Game Development: My Kind of Patch
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sabinati
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Re: Game Development: My Kind of Patch
they aren't failure chances they are critical success chances
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kingwint1992
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Re: Game Development: My Kind of Patch
Managed to get +48 farming, and that's with 4 of the 6 things being only single slotted. I am satisfied with this, but could be get a wardrobe? Having all of this extra sets of gear is cluttering things up a bit for me, would be nice to have a wardrobe like legacy where you just click it and swap to a different set of gear.
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Fallencido
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Re: Game Development: My Kind of Patch
so, ppl are satisfied now they can put any fucking clothes with 50+ stats.... Gr8! 
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Itanu
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Re: Game Development: My Kind of Patch
Exactly what I wanted to say, but couldn't be bothered typing it out. +infinity points to daniDaniAngione wrote:Gilding should be meant to IMPROVE equipment... Not be a RNG-based decisive system to decide if your equipment is usable or shit.
It completely ruins every piece of gear that is relatively expensive. There's simply no more reason for you to craft complex pieces of clothing if you can achieve the same bonuses with silly nettle pants or linen clothes if you're lucky... There's no more reason to use capes that occupy 2 slots (like Bear or Lynx) if you can have a gilded bat cape and a gilded hat.... If you have plenty of materials you can just spam Linen Clothes until you get the perfect stitching and all the meaning and logic behind the former system is gone. You can see a guy with awesome gear that means shit and someone with nettle gear that is actually a +150 melee gear legendary warrior. It's cool to not be able to tell people by how they look like but it's just stupid when you simply can't even guess anything. Haven had enough of "secrecy" with the quality system and robes hiding armor and all the mystery around characters not having names unless you kin them, etc... So this really is unecessary.
How would gilding work for me?
Items should have at least HALF (or more - ideally 3/4) of their base stats. It's ok if you guys want to change the stats, like removing Int from Fox hat... but they need the base stats to be USEFUL again. And then, on top of that, we can gild stats. Gilding stats that match the item stats (like STR to a bear cape) would be a "synergy" and increase another slot opening chance, while gilding different stats would reduce the base stats value, becoming a less effective, hybrid item.
I don't have a problem with a new system being introduced that ruins the work people have put in, as long as the new system is BETTER.
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tweinst
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Re: Game Development: My Kind of Patch
I'm surprised. I just checked it myself, and I get 3%, which is exactly what the math tells me it should be. Could you double check? If you're getting 8, that's a big deal, and means there's something going on that we don't understand yet.Fallencido wrote:8 on nettle and 10 on cape heretweinst wrote:Are you sure about that? Bear tooth in nettle should give you 3%, not 8.Fallencido wrote:I got 8% of chance in a nettle and 10% chance in a bear cape... sorry 2% is not enough to risk having a 160q bear cape with 6 STR
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Fallencido
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Re: Game Development: My Kind of Patch
huh ? i will, but if u used math then u're probably righttweinst wrote:I'm surprised. I just checked it myself, and I get 3%, which is exactly what the math tells me it should be. Could you double check? If you're getting 8, that's a big deal, and means there's something going on that we don't understand yet.
was kinda crazy crafting all those gilds that i've probably messed something up... but i'm quite sure that i didnt get 3% with STR gilds on nettlegear anyway
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springyb
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Re: Game Development: My Kind of Patch
Except I didn't say that? Nothing in game is required, although a grind IS required if you want similar stats to what was available pre-patch.sabinati wrote:your complaint is about it being required to grind moar, which is not the case.
It took 10 nettle pants and 6 shirts to produce 4 pieces with stats similar to before the change. That's 56 nettles plus the junk for the gild extra than before.
If you want agility similar to a pre gutted lynx cape you need 160 bones, 16 string, and mats for 8 pieces of gear that I can't be bothered to list out Before you needed 1 lynx cape made from a string and a hide.
If you want strength similar to a pre gutted bear cape you need 8 bear teeth, so you need to kill somewhere between 2 to 8 bears. That's up to 800% more bears than before.
The only example that's arguably requires less of a grind farming since for most people getting feather trinkets is easier than a druid cloak and I'm guessing that's why you chose that as an example. But you immediately after acknowledge how difficult it is to stack int and brush it off with "eat fish and pies" which contradicts your claim of "everybody complaining about this doesn't understand the change".
I originally said grinding multiple sets of gear and RNG based crafting wasn't fun. If you enjoy the change I can respect that but I can't follow your logic when you say there's no grind.
Last edited by springyb on Thu May 05, 2016 6:11 am, edited 1 time in total.
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Karede
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Re: Game Development: My Kind of Patch
800% MORE BEARS
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Dakkan
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Re: Game Development: My Kind of Patch
To add on to that, the buffs are distributed over mutliple items instead of the original 2-slot cloak, and no armor. The statistics for successfully applying 8 gilds to 1:7 items would be quite interesting and upsetting.