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Maasikas

Enchant gambling NPC

4 posts in this topic

As we had a poker NPC, I've an IDEA:

IF a player has 2x weapons +4, one can use them at that npc to gamble-trade it for a +5 weapon with a chance. If it fails, the player will be returned only with one weapon +4 and the other will disappear. (Or both will disappear? Or one will be returned +0?)

The chance lowers if the grade gets higher. (newbies will have more chances here). Max grade should be A grade, loosing S weapons makes players quit.

Perhaps in this case the enchant rates should be the same for all the grades (66.6%?) and the enchant items a little bit more rare?

Edited by Maasikas

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14 hours ago, Maasikas said:

IF a player has 2x weapons +4, one can use them at that npc to gamble-trade it for a +5 weapon with a chance. If it fails, the player will be returned only with one weapon +4 and the other will disappear. (Or both will disappear? Or one will be returned +0?)

Do you imply that this system would provide a higher enchant rate for that +4 weapon at the cost of losing one of the two weapons? Because I don't see a reason not to enchant the weapons yourself instead of using this gambling method.

Regarding the enchanting system, I honestly believe Emerald should adopt the enchanting method used in the old gve server already. What I mean by that is enchant weapons safely through pvp count, which gets harder depending on your weapon's grade. Armors and jewerly enchanting would work in a similar way that provides armor scrolls and gets your gear to -1 enchant from what it was in case of failure. This provides incentive for players to keep playing in order to enchant their gear and makes pvp somewhat more fair in the sense that people realise it's up to them to get well enchanted gear and not in the hands of shitty RNG.

It's honestly more fair for all players and a lot more fun considering how many people ragequitted this season because they failed their s weapons while others had +12/13 weapons because they were lucky enough to get them on their first try.

Edited by midfekar
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Until A grade is fine but, you see, enchant selling provides economy to the server, and this gambling would affect a little the business. Other alternative could be that the gambling requires enchants too, so it doesn't affect the selling.

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On 4.09.2017 at 0:16 AM, Maasikas said:

(newbies will have more chances here)

abusable...

 

On 4.09.2017 at 0:16 AM, Maasikas said:

loosing S weapons makes players quit.

false, that would make players to never buy S 

 

On 4.09.2017 at 0:16 AM, Maasikas said:

IF a player has 2x weapons +4

players will never have the same two weapons >+10 to use it and have a CHANCE for 11, they wouuld just enchant both and they would have chance to have 2 weapons for +11... 

bad design

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