Gilding system bugged

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Gilding system bugged

Postby Hasta » Sun Mar 08, 2026 1:03 am

Your gilding system is fucked up, the numbers on success chance displayed don't check out, the Credo bonus has no bearing on it, modifiers have no bearing on it.

You shat your pants on this one both in theory and in craftsmanship. Bad jobr. Bad jobr. *hits with a rolled-up newspaper* Bad.

Get a proper RNG (not that "normal spread" vile abomination you have that allows for 100 heads and 0 tails in a row to be a real occurrence), check the modifiers' bearings, reeeeeally dig in with a fucking calculator or, better yet, ask someone educated in a fair intricacies of basic math to do so for you. I'm so done with this idiocy. You know you did bad, I thought you just had a bad creative decision but noooo, you done went and bugged your pile of crap as well.

TL;DR

The displayed chances of successful gilding either are not displayed correctly, not calculated correctly, or both; chance-increasing modifiers don't seem to apply; the calculation of success/rescue/failure is basically a boolean random, bar the credo "1st gild is a 100% success" bonus.
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au revoir

Postby FaithfulToadd » Sun Mar 08, 2026 4:38 am

au revoir
Last edited by FaithfulToadd on Sat Mar 14, 2026 12:41 am, edited 1 time in total.
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Re: Gilding system bugged

Postby serVar161 » Sun Mar 08, 2026 1:23 pm

Hasta wrote: Bad jobr. Bad jobr. *hits with a rolled-up newspaper*

I laughed. A good pun, and very emotional—I could almost picture it.

There may be some questions about the style of the thread, but the gist is correct. I see big numbers saying "50% chance of getting a decoration," but in reality, it's 1 in 7. You could say that with 50%, you could fail 100 times in a row, but in reality, you'd expect a roughly equal number. In reality, there are far more failures than successes. Maybe I'm looking at the wrong number, and should I look at the upper number, or somehow add or multiply them?
If not, and the upper numbers affect the chance of inserting a decoration without using up slots, then the system is indeed malfunctioning.
My english is bEd.
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Re: Gilding system bugged

Postby Hasta » Sun Mar 08, 2026 11:01 pm

Despite previous comments, I remain defiantly unapologetic about my style in this thread.

THIS is how I feel after each painful and frustrating gilding session. THIS is what I want to say (and do) to people responsible for my burning anger - and they did it for no good reason whatsoever! It did not work, whatever they were trying to accomplish! It just made gilding terribly, terribly frustrating - this previously inspiring and hopeful process of creation, that - to steal a phrase - sparked joy and every successful gild was pleasant, and every time an item turned out tthe way you planned, it was a rush of satisfied completion.

NOW all you get is a cupboard's worth of ruined items not even suitable for recycling (because why? their slotting chances are depleted!), and when (not if! You just need waaaaaay more of materials) - when you get the item you needed - you feel exhausted and dirty and don't even want the result of your hard labor anymore, like a patient of an appendectomy.

But I digress. The issue of numbers still stands. I demand an open investigation and disclosure of RNG used to judge the chances, the revision of displayed numbers on items, and after that an apology.
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