Everyone talks about how they love the deterministic crafting because there is no risk, but has anyone ever thought that perhaps the risk is a good thing. Crafting currently is far too deterministic, and it creates a bad feeling when you complete an item without using any of its forging potential. Risk is important when making a game like this so that not everyone can have perfect gear, or else it doesn’t feel like an accomplishment. So I have three ideas that could help you alleviate the systems problems.
Firstly they could add a unique drop only modifier that can’t be crafted. Like fire aura on critical strike, and other useful modifiers. It would let gear feel truly unquiet, and not just another piece of gear any player can craft.
Second you need to add an extra 1/100 chance a item breaks when you craft it. That way there’s always a risk that the item breaks, and is removed from the economy. You could give !% more forging potential to make up for the downside.
Finally you could add unique rng gated crafting mechanics that add to the item in some way unique to you and your builds specific needs. The glyphs, and rune system could easily do this, and the fact that they don’t already is a massive oversight.
You can thank me later for helping you fix your crafting system EHG. My Mom is calling.
Same appleis to some RNG mechanics destroying the item or making it unusable in some capacity. The feel bad moments are also there, just differently.
There are already noncrafteable affixes. AKA exalted affixes.
These are not “unique”, but hiding very unique and potentially build-enabling affixes behind rare RNG drops already is a major concern among many community members. (These discussion currently revolve around uniques that enabled specific builds).
Whiel I like the idea of mroe interesting things that can only come from direct drops it would also come with some other potential issues, si its a tough line.
The old crafting system had this, without the item completely breaking but becoming uncraftable. That was %chance-based and also had major feel bad moments that were critiqued by a major portion fo the community.
The current Forging Potentia lsystems seems like the best middle groudn between determinsitic and RNG crafting.
Because the crafting result (whic hstat) is determinsitic, but how many tiems you can craft on an item is not determinsitic.
I am not sure what exactly you have in mind, could you give some examples?
I agree that we need mroe crafting materials, especially mroe rare/endgame focused ones.
Are you trying to make the crafting system a grass predator as well? I’m starting to think you’re actually a plant for the Exceptionally Terrific Equine Reasonable Rulers Association.
Like a glyph that could give a orybyss modifier, and a rune that could give a eterra modifier. You can only have one of each, but all left over forging potential can be pumped into these.
That sounds pretty cool, this would make items with open affix slots more valueable.
Not sure if those should be Glyphs or Runes though.
These could be craft-only affixes, or maybe Shade or Orobyss can drop items with some of those affixes as well.
As long as a T1 version of these affixes is “enough” to enable builds already I think I would be fine with it, since locking certain builds behind requiring certain T5 rare affixes that are not as easy or common to get, would maybe be a bad thing.