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Twilight's Tide small improvement

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Ninjagon
Posts: 528

Twilight's Tide small improvement

Post#1 » Thu Aug 01, 2024 1:22 pm

The options to create permanent rings of your choice is really nice.
But it is nearly half of the event done and many players still struggle to craft they own ring or rings because of random element of the mythic quality components.

My suggestion is, to let players have the option to convert reasonable amount of very rare resources into mythic ones.
The mechanism is already in the game:
- You can convert 10 average bar into 1 quality bar, and 5 quality bar into 1 superior bar
or
- You can convert 10 opaque gems into 1 translucent gem, and 5 translucent gems into 1 brilliant gem

So lets expand that, from 5 superior bar or brilliant gem you should convert 1 mythic bar or gem.

For example: From 5 Brilliant Ruby you will get one Flawless Ruby

That way, players will have clear goal, independent of sometimes cruel random roll.
Ninjamag - The Sorcerer. RETRIBUTION / DEVASTATION guild.
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
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ShadowWar
Posts: 178

Re: Twilight's Tide small improvement

Post#2 » Thu Aug 01, 2024 7:05 pm

I'm a big fan of mechanisms that allow for overcoming the brutality of random generations.

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Loken0891
Posts: 8

Re: Twilight's Tide small improvement

Post#3 » Fri Aug 02, 2024 3:20 pm

Like the idea, i still struggle to make my first ring ... for me this event is a huge timesink and mostly fully random which i do not like

Xiander
Posts: 11

Re: Twilight's Tide small improvement

Post#4 » Fri Aug 02, 2024 4:19 pm

Legendary/mythics should be able to converted from lower quality materials to reduce amount frustration it causes for players also there is few other things that i would like to add.

1. Chance how the current loot boxes work, both metal and gemstone box only drop one material, lets call them valuable metal and valuable gem.
Pointy ear friends need these valuable gems/metals for their campaign and are filling to trade any of the unrefined materials player chooses for 1:1 rate and these unrefined materials work the same way they do right now, unrefined can become any quality.

Since the odds getting items you need from gemstone box is really low since you have 8 possible outcomes and with metal ore box you have 5. With the RNG part removed the player knows they are making progress towards their ring with every box they are getting, this way player has clear goal but with RNG you can't be never sure how many boxes you need to get.

2. How you obtain your new profession needs to be changed, instead of tied to t1 influence reward make it so you can pick the quest immediately from the NPC

3. Tool quest, i'm not sure personally would the removing entire tools be better thing entirely because in other crafting events you don't have similar tool system.
But if we want to keep the tool quest add 2 more repeatable quests, this way you can have 4 tool quests same time one for 2XX amount demon kills and other one for 100 player kills, just scale up the amount rewards you get from the previous quests or maybe even triple them.

Then i just want to mention that artificier (talisman maker for event rings) feels really underwhelming compared to two other professions which are needed to craft rings, no idea either how would you make it more interesting and crafting lower level rings seems really pointless, and really feels like its some kind of "trap" to players spend resources on rings when you can safe materials for higher level rings.

I like events like this, but when ever i need to deal with bad RNG (or forced scenarios for the live events) i will lose motivation to play the game (this would happen to me in any game) because i have no idea how many times i need to flip the coin.

But with small changes and you will have a nice event

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Fenris78
Posts: 866

Re: Twilight's Tide small improvement

Post#5 » Sat Aug 03, 2024 7:56 am

Only two things are currently bothering us with this event :

1. Drop chances are inversely proportional to needed component quantities (or we are unlucky for days now) ; Looks like you have hig chances to drop Shards, Medium chances to drop gemstones, and low chances to drop Ore boxes.

While in the meanwhile, you needs twice the metal than gemstones, with equal proportions (20/10/5/3 for metal, and 10/5/3/2 for gemstones) to craft a single ring.

Drop chances should respect the needed ratio instead of being the other way around, otherwise you already devaluate both gemcraft profession and ressource value to half (or x4 if we multiply perceveid drop chances and required quantities) of those of metal bars.


2. high chances to get shards, for a 30 days talisman ? Seriously this could be the worst choice ever made, both nullifying the interest in this crafting skill and value of ressources.

Since you couldnt even keep your crafted talismans for the next year, and they will automatically decay after one month, who in their right mind will ever take the pain to do needed tasks to learn the skill, then farm, then craft talismans wich will evaporate after a month ?

Shouldnt it be better with permanent talismans, uniques to this kind of rings, with half the current bonuses, like 2% dodge/disrupt or 2% parry, etc ?

Then the slotted talisman will be final and permanently integrated to each ring, to avoid everyone stacking talismans to not have to craft them each year (i.e. not devaluating talisman making on each event) ?
Crafted talismans will still rot after 30 days, unless they are integrated into a ring. Exactly the opposite of Santinel legendary talismans.

It will make the talisman crafting skill useful, super customized rings with marginally better bonuses than current form (come on, these rings are stats level 40, while bloodmoon one is level 63...with much less effort needed for bloodmoon one), and everyone can be happy, crafting new rings with different bonuses each year...

At least, improving both crafting skills, drops chances and how talismans bonuses are working will better balance the global interest in this event, at least to my mates and me opinion.

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Hirsi3255
Posts: 5

Re: Twilight's Tide small improvement

Post#6 » Mon Aug 05, 2024 3:35 am

Fenris78 wrote: Sat Aug 03, 2024 7:56 am
Drop chances should respect the needed ratio instead of being the other way around, otherwise you already devaluate both gemcraft profession and ressource value to half (or x4 if we multiply perceveid drop chances and required quantities) of those of metal bars.
The PVE Drop Chances are fine as they are, it is still a very good farm and the fastest way to get Ore and Gem Boxes.

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