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Melisandre

Enchantment system

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Hello Emerald,

I've seen that this season the enchanting is really easy now the server is filled with +16 weapons because of the -1 on unsuccessful enchant.And previous seasons enchanting was way harder and people left because of it.
Here is a suggestion that might fix the current state of the enchanting system for weapons and armor and it's quite simple. Give us Enchant scrolls and Blessed enchant scrolls, Lineage 2 already created a system for us to follow, you will just need to tweaked a little bit.
Blessed and normal echants should have the same % to succeed with the only difference:
1. Normal enchants - whenever they enchant is unsuccessful the enchant level goes back to +0
2 Blessed enchants - whenever the enchant is unsuccessful the enchant level goes -1(how it is right now),
Also you can make it harder to enchant to +16 by giving the option that all enchantments from +12-16 to be lowered by -2 instead of -1.

You can make the normal enchants to be dropped from pvp(as previous season) or even you can make a chest that drops from C to S grade Enchants(You can throw Normal and Blessed enchants in there, with balanced rates of drop ofcorse)
As per Blessed enchants they should be hard and stay expensive, you can use your current way of getting the blessed enchants with and w/o little tweaks.

Increase the save enchant level for armors to be +6 for C-A grade
Increase the save enchant level for weapons to be +6-10 for C-A grade
also you can apply those changes to S-grade too but the rates of droping should be low(Atleast for blessed scrolls)
This change will help out the new players alot and will lower the gap between newbie players and the veterans on the server.

In my opinion if you make enchantment easy but hard get is the way to go and with Normal and Blessed scrolls you can risk and enchant your weapon/armor with normal enchants,High risk-High reward or you can play it safe with blessed enchants, Low risk-High price 
I think this is an important part of balancing the server in general it's the infrastructure that makes the unbalance.
If all of the Options are tweaked properly both the Drop rates/Price of the enchants and the Success percentage you will kill two birds with one stone,
First you gonna fix the enchantment system
Second you gonna make the server more enjoyable and easy for new commers

If you find interest in this suggestion I'm willing to help ýou more in-deph about this function and finding the sweet spot for the enchants
Cheers,

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In one word make the enchantment from 0 to 10 easy and from 10 to 16 hard.

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One big reason that made enchanting also faster this season (and people don't take it in mind) is because of the AA drops itself.

People could collect AA for S-grade enchants right when server started, this is something that didn't happen previosu seasons when scrolls were dropping (since scrolls grade matched the current server progress, i.e. at the start of the server mostly B-grade enchants dropped, so people were forced into enchanting B-grade stuff).

With the AA people had the possibility to skip straight to S-grade enchants, and that's what most people did.

And that's why the whole system is indeed scheduled to be changed again for future seasons.

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Posted (edited)

1 hour ago, Emerald said:

One big reason that made enchanting also faster this season (and people don't take it in mind) is because of the AA drops itself.

People could collect AA for S-grade enchants right when server started, this is something that didn't happen previosu seasons when scrolls were dropping (since scrolls grade matched the current server progress, i.e. at the start of the server mostly B-grade enchants dropped, so people were forced into enchanting B-grade stuff).

With the AA people had the possibility to skip straight to S-grade enchants, and that's what most people did.

And that's why the whole system is indeed scheduled to be changed again for future seasons.

Looking forward for the changes you are gonna make, enchanting in my opinion is the core of a good balanced server. The flaw that i see here is that armors are hard to enchant compared to the weapons which leads to a snowball effect.
Players who make a weapon on ++ have an advantage damage wise and you can't really counter that besides enchanting your armor but you can't enchant it even to +6(I mean it's possible but really hard) and due to the fact that there is only one way to get enchants makes it even harder.
This inbalance between enchantement is an issue that has a negative effect.

You want to make new players on the server stay and have some advantages from players that are already fully equiped, well first you need to be able to whitstand the damage from those who are fully geared.
An example i made above will be safe enchant of armor to be +6. That will help reduce the damage that new players receive.

Try making the enchanting equipment from +1 to +8-10 easier to accomplish and after that for the rest to be more challenging. This way it will make the gap between new and veteran players smaller, this will help out the balance of the server in general.
 

Edited by Melisandre

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throw that f.....in' machine to the bin. ))). I got a sort'of'o hate for it , idk why , commin' from within. xD. 

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On 4/7/2018 at 4:39 PM, Melisandre said:

Looking forward for the changes you are gonna make, enchanting in my opinion is the core of a good balanced server. The flaw that i see here is that armors are hard to enchant compared to the weapons which leads to a snowball effect.
Players who make a weapon on ++ have an advantage damage wise and you can't really counter that besides enchanting your armor but you can't enchant it even to +6(I mean it's possible but really hard) and due to the fact that there is only one way to get enchants makes it even harder.
This inbalance between enchantement is an issue that has a negative effect.
**players who make a weapon on +++ must have an advantage damage wise and you can really counter that if you play lineage

*** now when it's coming to armors what did you say about enchanting it , it's not harder , it's the same . You just didn't try it cause your main focus was on the weapon at the beginning isn't it. So that's what usually happens with every1.

 

You want to make new players on the server stay and have some advantages from players that are already fully equiped, well first you need to be able to whitstand the damage from those who are fully geared.
An example i made above will be safe enchant of armor to be +6. That will help reduce the damage that new players receive.
**** you changed the whole enchant system again , fked up the whole calculations God knows what happens with ya if you can understand anything in it. 
Try making the enchanting equipment from +1 to +8-10 easier to accomplish and after that for the rest to be more challenging. This way it will make the gap between new and veteran players smaller, this will help out the balance of the server in general.

**** you changed the whole enchant system again , fked up the whole calculations God knows what happens with ya if you can understand anything in it. 

 

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Im not even going to bother giving you any explanations, you clearly cannot understand anything from my comment or about l2, you said it yourself. 

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16 hours ago, Melisandre said:

Im not even going to bother giving you any explanations, you clearly cannot understand anything from my comment or about l2, you said it yourself. 

U Aready did.

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Abolition of golem

enchant on failure 0

Greatly increase the price of S grade!

Increase the price of A grade (the price of S grade now)

I think that the rest is good with the rest!

In the present situation the balance has collapsed!

New player will also quit immediately!

With this, I do not know what I'm donating for!

Think about specifications that will not get bored soon!

 

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Partially accepted, check the changelist.

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Posted (edited)

@Emerald , did the enchant rates stayed the same as before? And are the enchant rates the same for normal and blessed enchanting?

Edited by Melisandre

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