Crafting RNG

Vaux

New member
Oct 22, 2022
1
0
1
I've recently returned to Mortal having played #1 quite a few years ago.

I've jumped in and levelled a few professions up, including Bowery. What I have realised quite quickly is that I didn't really need to bother. The best bow I can make is the one pictured, and at any given time there are 50 of them on the broker for 1g or less with identical stats. Sure, I can make a meta bow, and that is great. But so can half the server en masse, so noone needs my crafted items, they aren't worth anything. If I ran out of mats I probably wouldn't even bother going to farm to make my own bow, despite having maxed out skills. You offer to make them for guildies and half of them just say nah its all good I'll just buy one real quick they are cheap.

Bow Stats.png

I imagine other crafting professions are in the same boat. You make a string of items leading up to reaching capped lore and crafting skills, that are completely useless and are literally dumped out of your inventory onto the floor. Then you can finally make the perfect stat item, just like everyone else. I realise that there are the sliders, and people can experiment. But gaming revolves too much around theory crafting and information sharing these days, and why mess around with sliders when everyone has already figured it out and shared the info.

My suggestion is to add a small element of RNG when crafting items. As a simple example, maybe its only a 5% chance that this bow comes out with those perfect stats. The other 95% the strength required is a little higher, or the weight is higher, or the weight is lower and the damage is lower. Basically, sure it should be easy to craft useable bows. But people shouldn't be able to pump out like 40 identical meta bows from 1,000 crepite. I've gone and farmed spiders like twice and have enough materials to make bows for me and my friends for probably 6 months. If only 5% of those were the best of the best, I'd have incentive to farm more and make more.

Side note: I realise dense crepite exists, but realistically it is irrelevant.
 

Doom and Gloom

Active member
Mar 12, 2022
166
141
43
Man, definitely agree with that the crafting system takes too much work for basically no reward. The solution however is more versatility, not just one best weapon type or best material, but multiple different ones with different edges and weaknesses, and more benefit and options for combining more than two materials into one weapon, like alchemy style. Weapons in general need more stats so there will be more diverse builds.

Adding RNG to make the already tedious process somehow better would be an insult to the injury: so now you just need to spam craft stuff in hopes of getting the one with 1 point more damage. Absolutely no for this idea.
 

Anabolic Man

Well-known member
Sep 7, 2020
1,133
734
113
For Bows you can´t use endgame or rare materials. This is the problem. If you craft cronite horse armor, Tungsteel or steel Plate armor sets, tungsteel risar daggers and other risar weapons they will sell well and for good money.
Bows, on the other hand, are cheep to produce and kinda flooding the market

We still miss the perfect weapon hilts and an equivalent for bows that are reducing the str requirement for using a specific weapon. Weapon hilts were a rare drop and you could find them in different qualities such as simple weapon hilts, perfect weapon hilts and so on. You had to farm the sator dungeon chests and elemental guardians in the sator dungeon in MO1 to get them, if i remember it correctly. SV should finally add those items and add some rng system how much a perfect weapon hilt can reduce the str requirement and while crafting in general. This would you want to enchance the best results further and then sell them.

To be able to do that the legendary item crafting have to be improved and we defenetly need some rng during the crafting as Vaux recommended.


About every 100 crafted bows you should get a chance for an Outstanding bow, which has better stats, more dura and which would be perfect to be improved with a proper legendary item crafting system later on.

A good game must make the hearts of PVP, PVE, role players and crafters beat faster, because only a mix of all these players with different interests will make the game become a lasting success.
 
Last edited:
  • Like
Reactions: Vaux