NCIP: https://github.com/planetarium/NCIPs/blob/ncip-23/NCIP/ncip-23.md
Abstract
The new synthesis system allows players to collect a specified number of equipment for each rarity tier and attempt to craft a higher-rarity piece of the same type. After a probability check:
On success, a higher-rarity equipment (one tier above) is crafted.
On failure, a new piece of equipment of the same rarity as the materials is crafted and immediately obtained.
Motivation
The equipment experience points provided by each rarity tier were set with significant differences to maintain the value of resources and activity levels upon entering each world. As a result, lower-rarity equipment did not hold much value as experience materials.
Additionally, grinding, which serves as one of the use cases for unused equipment, struggled to deliver satisfaction proportional to the cost of obtaining it, making it challenging to balance effectively.
These two factors contributed to a lack of incentives for the summoning system to function as a recurring part of the overall user experience. Consequently, the player's growth became overly reliant on specific systems.
Rational
Encouraging consistent use of the summoning system.
Enhancing accessibility to low-probability equipment, as the summoning system operates as an independent event.
Supporting diverse user activities to complete various collections.