#Make crafted items identifiable

1 messages · Page 1 of 1 (latest)

wheat heath
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In short: Making crafted items unidentified upon being crafted would put the crafted tier properly in place somewhere between legendary and mythic, rather than being a black sheep off in its own little corner. I think doing this is a simple way to make the whole crafting system feel more integrated with the rest of the game rather than something that was slapped on for extra grind hours.

I absolutely love the crafting system, despite it being very grindy, but one thing that's always stood out to me is how differently the crafted gear is treated from normal gear. A simple change that I think could work pretty well to bring crafted items more in line with how the rest of the game works to feel more cohesive, is to make crafted items unidentified. So instead of getting an identified item right after crafting, you get an item where you can see the range each stat can be, just like gear drops from lootruns. Importantly, this would also mean that crafted items made with the same ingredients can be sold in bulk just like regular items before identifying, rather than needing a separate trade market slot for each and every item. This would make it a lot easier to get an overview of what gear to buy for someone who's just starting out with crafted items. It would also make it easier for crafters to sell their stock, and for people to buy said stock, which might get more people interested in crafting 👀? It would also allow for Corkian amplifiers to be used on crafted items. It would also make it easier to manage the massive expanse of possible gear that the crafting system brings. Sure, some dedicated players know exactly what ingredients, materials, and the gear they make, is the best, but the vast majority of people don't. If you're just starting out with crafting, it's very overwhelming. Being able to see that this and that main attack helmet are both actually the same, without having to study the IDs would give a much better overview for less experienced players.

craggy bronze
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Bypasses the biggest benefit of personally levelling rather than getting crafting help 😵‍💫

wheat heath
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It's the minority of players who actually want to go through the slog of grinding to level 100 (soon level 120) just to get an item they like. Sure it might be more rewarding for some people (myself included), but realistically, most people just want to buy the best gear for their specific needs and be done with it.

craggy bronze
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Yeah so the best gear should also be for the minority the game's not unplayable with regular items

mortal nacelle
wheat heath
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Some people can. Though that certainly will take longer and be more expensive. The real point of this though is to integrate crafted items better with the rest of the gear in the game. The only way the crafted gear is integrated with the rest of the game right now, is through subtle balancing which I'm not sure even really counts. It's a minor change that I think would change the feel of it more than anything, and make crafting less extraneous.

craggy bronze
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Taking longer & being more expensive is insanely fair for not doing any of the work for the requirements, the balancing is not subtle it's as controlled as regular items & actually integrating crafteds with the rest of the game's items would involve a complete shift in power with the SP points counting towards requirements, if they're not fully shifting to being the same as regular items there's no point in arbitrarily connecting them

sly bluff
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rewarding people for playing the game 🤮

wheat heath
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Yeah I agree actually integrating them would require a big rework, but that's not what I'm suggesting. This is a very minor change that more than anything is QOL. It's not like this is gonna completely change how crafting works, it literally only changes 4 things:

  1. What information is displayed (You can now actually see the range of IDs on the completed item rather than needing to use external tools, just like normal items)
  2. Will allow for Corkian amplifiers to be used, which is at most gonna result in like 15% higher IDs on average and will only benefit the really dedicated players by reducing the grind of getting really good crafteds slightly
  3. Will allow for bulk selling of crafteds which, again, just brings it in line with regular items.
  4. Makes really good crafted items more expensive as it costs emeralds to roll and reroll, and Corkian items is a real money sink.

Downsides that I can see are:

  • It makes crafted items slightly more accessible to new players, potentially hurting the current balance between supply and demand.
  • Makes crafted items slightly stronger on average (cause of the Corkian ampllfiiers), which again might upset the balancing. But it's not like they can't be rebalanced, and if it's really such a big problem, this doesn't even need to be a part of it.
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The most important thing for me is to be able to see the ID ranges of my crafted items in game, and see how good they are without needing either mods or external tools.

craggy bronze
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The QOL will result in confusion with how different the crafted items are in reality compared to regular items

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Makes the display worse off & makes the profession less rewarding in the end in exchange for allowing the market to be flooded with low quality crafteds & 15%~ better rolls

wheat heath
# craggy bronze Makes the display worse off & makes the profession less rewarding in the end in ...

How is the display worse off? And I would honestly say it makes it more rewarding. IF the market gets flooded with low quality crafteds, then that means there's more price competition, but it's not like that's gonna even matter. Does the mythic market hurt because people are selling unique items in bulk? No, not at all. They're separate markets. Top-tier crafteds are just as different from low-quality bulk-sold crafteds. Plus, as a crafter you'll be able to better see what's on the market, what the average price of something is, and if you can make something new or better.

craggy bronze
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It's worse off by being more confusing, you're connecting it to being very similar to regular items at a glance but that's very misleading

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Mythic items to unique items is not comparable to crafted item to crafted item

wheat heath
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How is it more confusing? What's so different about crafted items and regular items that displaying an ID range is confusing??

wispy orchid
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this is never going to happen

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crafted tier items are called "crafted" for a reason (you are expected to craft them)

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idk what else there really is to say, crafted items just aren't designed to be IDed like standard items, they don't have standard 0.3-1.3 roll ranges, different ingredients have astronomically different power levels, they roll for IDs that don't appear on any non-crafted items etc

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I can see that you put a lot of effort into this post but even in your very best case this would only slightly benefit the average crafter

craggy bronze
wispy orchid
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bulk selling crafteds doesn't matter that much because everyone has like 15 market slots these days

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and increasing crafted rolls by an average of 7.5% (with cork IIIs) is just not going to meaningfully affect the game

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this actually is a rare case where a suggestion adds a lot of confusion and relatively little benefit

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normally people say that because they hate changing things but in this case it's true

craggy bronze
# wheat heath Why not?

Trashy low cost items tend to sell for nearly as much as craft cost of good pieces if there aren't players going out of their way to to undercut hard, for example GXP items for an insanely long time before the market turned normal

wheat heath
wispy orchid
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so imagine if you were in a raid and then all of your armor suddenly unequipped

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the other reason is that crafteds are lowkey busted as shit so crafteds that give you like 100 functional sp per piece would not be balanced at all

craggy bronze
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I think that issue could be worked around but then it'd be changing every crafted in the game which is beyond the scope of this

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& Personally I like the difference

wispy orchid
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100 is slightly hyperbolic but I think you can easily make like 12 of each sp rainbow armors with reasonable sp reqs

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you can optimize this recipe like crazy but for the purposes of this conversation I don't even need to do that

wheat heath
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For sure. I guess I did not understand crafting nearly as well as I thought I did. These things smell like band-aid solutions to old problems that required a larger rework to properly fix...
I still want to be able to see the ID range of my crafted items in-game though, that's something I'm really missing 😭

craggy bronze
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Would look nice with the new item display circle thingie maybe

wispy orchid
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I definitely agree with the general sentiment behind your post about making crafteds more accessible and in line with the other item tiers

wheat heath
wispy orchid
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unfortunately crafteds are like a balancing monster lurking in the darkness so that's probably not going to work out until the future prof rework is released

wheat heath
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How do I join the dev team so I can help make it happen faster lol

wispy orchid
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they release IM (balance team) applications around every 1-2 years

wheat heath
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I wanna see a prof rework before I die xD

wispy orchid
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the last one was this year in december I think

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I probably could have joined CT but I'm way too lazy to apply

craggy bronze
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Wouldn't a prof rework fall under dev not ct

wispy orchid
craggy bronze
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ic

wheat heath
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What is CT?

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Content team?

craggy bronze
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Yeah

vital maple
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"I absolutely love the crafting system"

Crazy statement

wheat heath
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What 5 years of crafting does to a mf

jolly coral
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gotta be rb

wheat heath
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Let a man be ignorant lol

molten quartz
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No, we don't need another shitty rng mechanic