View Full Version : Change to cannith crafting - make failure less fail.
Rackot
06-13-2012, 11:00 AM
It bugs me that the current system has a failed attempt give absolutely nothing - in real life when learning anything, failures teach you more then success does. Here though you might spend an entire day question to gather enough magic items that break down into essences for a single attempt and then 1 fail and a week's effort is just gone.
I would like to poll the crafters here on how they would view a change to make fails give a 25-50% of success exp. Considering that I am still at low levels and my skills are just getting past 30, I would like to hear from the players who are done or almost done with the grind.
madmaxhunter
06-13-2012, 11:04 AM
Interesting proposal. Problem is that people would just attempt the 60 percent higher xp shards and not care whether they succeed or not.
Fomori
06-13-2012, 11:13 AM
I would agree if not for 2 important things about cannith crafting.
point 1: It is possible to get a recipe to 100% success. Thus if you choose to to get xp on riskier recipes then you have made a choice to risk failure.
point 2: The failure system allows a way to remove items from game and is designed with that in mind.
hiryuu42
06-13-2012, 11:20 AM
Interesting proposal. Problem is that people would just attempt the 60 percent higher xp shards and not care whether they succeed or not.
In fact, they may prefer to fail, only losing a portion of the ingredients. There are several level ranges where I'm more interested in the XP than the shard.
madmaxhunter
06-13-2012, 11:21 AM
In fact, they may prefer to fail, only losing a portion of the ingredients. There are several level ranges where I'm more interested in the XP than the shard.
Good point!
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