After the first gambling of affixes, 13 FP were removed from the item - Sometimes, bad luck.
After the second gambling, 21 FP was removed from the item.
62% FP for one attempt to randomly change the affix.
Obviously, the RNG system is not random enough.
I propose to introduce additional events during “crafting”:
Reset all affixes to T1 (1-146% chance).
Removing a random item from the inventory (1-179% chance).
Zeroing the progress of the monolith (1-325%).
I am sure that this will more fully reflect the meaning of the word “craft”.
Yes, it can be annoying when your RNG rolls bad. But pick up a hundred random pieces of gear and craft them and see to how many that happens. Did you come post to congratulate EHG when the game allowed you to roll 20+ times because you were always getting free rolls and criticals?
" Craft production is manufacturing by hand, with or without the aid of tools. The term “craft production” describes manufacturing techniques that are used in handicraft trades. These were the common methods of manufacture in the Pre-industrial world."
This is a scientific fact.
And scientific facts have nothing to do with your fantasies.
Have a nice day.
They don’t have anything to do with yours either. Glyphs of hope not procing, failing the 1 in 4 lucky roll or not getting a crit all feel bad, but getting none of those twice in a row is less likely than getting 2 high rolls on the fp consumption.
The devs have put in several things to make crafting not feel bad.
What crafts did you exactly attempt here? Because different things have different FP consumption ranges. While both of these are on the higher side of things it still doesn’t really tell us what you tried to achieve.
I think that the initial item and the goal you had in mind and what you exactly did is important to the discussion of if this should have happened or not.
I assume the 21FP craft was a T4->T5 craft or a Rune of Removal, as I think there is no other method that can consume up to that much.
2nd
The LE crafting system is random, but weighted. There will still be “good” or “bad” outcomes and the “good” outcomes are more likely (at least in terms of FP consumtpion)
3rd
While I agree that the term “Crafting” has a certain stigma to it and what LE tries to achieve with it is not truely what crafting means in other games. I guess Enchanting would be something more akin to what people know with systems that are similar.
But to go back to your FP consumption point, while what happened to you can be frustrating, there can also be the polar opposite happening.
More often then not I ahd items where I was like:“Yeah that is a decent item lets try to craft once or twice on it” and then I went 6 or 7 crafts with multiple low FP crafts and some critical crafts on it.
While I get that people are frustrated sometimes, that is just how the game works and I feel like the “good” things are never apprecaited as much.
The meaning of “craft production” has absolutely nothing to do with what you’re talking about. Meanwhile, here’s the dictionary.com definition of “craft” as a verb:
to make or manufacture (an object or product) with skill and careful attention to detail.
Since you are making (to bring into existence by shaping or changing material, combining parts, etc.) or manufacturing (to work up (material) into form for use) an in game item (AKA an object), and getting the outcome you want takes an amount of skill (the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well) and some attention to the details of your method, if we’re making silly arguments based on quoting definitions then we do, in point of fact, have a crafting system in LE.
There’s a reason the word “pedant” is a pejorative and not a compliment, and you’re currently demonstrating it.
And never will be. Accept it as basic fact of life it is. We are biased to notice bad things, because bad things have more severe potential than good. You can find 100$ on the street or whatever, but you can also DIE!
I am completely satisfied with this mechanism of changing items. You mistakenly believe that I am upset by the failure as a result of using this system. That’s not so. I throw away 99.9% of the results of this system without the slightest regret, I don’t even sell it (the time spent on the sale seems to me more expensive than the gold I get). Despite the fact that I have a filter to display only those items that have a T7 affix.
Call it a “Holy Randomizer” and the question will disappear.
The question is not how it works. The question is that what is stated does not correspond to reality.
First, we call a system that does not require any skills, technological processes, standards, and as a result we can get diametrically opposite results - a craft. And then we will call nuclear strikes humanitarian aid.
I realy don’t know what struck you but you went a bit far with this one or made people thought “As long as it hits you… yeah.”.
RNG != Crafting. That’s all you want to say from what i get and I told this a lot of times. Then again RNG is the bread and butter of hack and slash games and will never go away because the ammount of content that needed to be created to keep players playing the game isn’t developable in a meaningfull timeframe. Therefore hack and slash games stretch their minimal content with RNG as much as possible or they make you regrind content multiple times and such stuff. It’s simply a tool to make so little content look like you can play it for hundrets of hours.
The devs setteled to call it crafting and while I think it should’nt be called that way because our toon is unable to make continous quality work. It’s rather gambling then crafting but it is as it is. It’s like debating if a firball should be calles a friball or not because it isn’t looking like a ball.
Would you call PoE’s crafting? Using your definition the only game I’d say that has “crafting” is GD. I’d also say that this is one of the examples where games have to depart from reality for a variety of reasons.
You can block mods on gear from appearing in PoE in some fashion and that is a skill in itself but the overall outcome is out of your control
Only way an ARPG can add crafting is: You go to a crafting bench to add a mod onto an item and you get to choose an affix say Life. You then get taken to a challenge area where you need to kill monsters/boss in a time limit without dying or something. The better you do the better tier you get, its really the only way in these games
It could be added into the story in some way, you find soul shards you cleanse by killing. The only thing aRPG characters can do - then from there you can craft with it
Maybe aRPG devs could take the revolutionary step in adding crafting passive points into your tree, maybe you get to 90 and respec a character into a full crafter
As I said it in another thread I wish crafting was a bigger part of this genre. I would collect crafting mats and craft 24/7 if there was a valid system for it that allows to craft great stuff. Vanguard Saga of Heroes die a good job when it came to crafting and how I (that subjctive I like in I only me!) like it to be implemented into a game. If you made crafting your profession in this game you were able to craft the most badass stuff ingame and had your own minigames to master to make something good.
Even use 5 different mats and click a button isn’t crafting to ME. The system is nice and functional and I’m not against it but calling something like the stuff we have in games crafting just feels wrong. Then again I have no issue with it because game systems don’t need to make sense but to function in the ways they’ve been intended for.