Apparently reading is hard.
- Look for ways to increase player agency over a craft. For example, we could have a broader variety of glyphs.
- The crafting system is largely unchanged since the addition of rarer class-specific affixes, which act as a limit on power level. It’s worth re-examining the function of the system now that those are in-game.
- Since LE does a lot of things that are different from genre convention with crafting/items, include more education in-game to temper expectations.
The condescension in replies is really disappointing because usually this is a fairly positive place.
I don’t think there’s enough appreciation for how the “feel” of something can ruin an experience even if the system itself is completely fair. I think EHG is fighting the wrong fight on this front. Mike seems intent on proving the system is fair and I believe him. But whether or not it’s fair isn’t the real issue, it’s in how players will respond to the system. This conversation always goes about the fairness/accuracy, but I think we need to look at the point raised recently elsewhere -
If everyone–devs and players alike–are aware that this system is likely to poke more at people’s negativity biases while offering very little of the opposite, that sort of puts the writing on the wall in all caps. We probably need a different/better system that feels good to use. I realize this leaves a lot of room for subjectivity, but it’s probably better that whatever system it is doesn’t ask people to disregard basic human psychology.
If this issue surrounding the primary means of gearing a character isn’t addressed in some meaningful form I fear it will impact the success of the game when it hits wide release.