paul1948
04-08-2010, 01:03 PM
The crafting in this game leaves a lot to be desired. A lot of other MMROPG have items that wear with usage. Further crafting allows items to be enhanced or built that are not normally found from drops. I think that the general economy of Cabal could be improved by 2 general changes.
1) once you reach 100% in any one level - the success rate should be above 90%. Otherwise it is just a crap shoot - and pricing items built against what an item will sell for is impossible to calculate. Some reasonable idea that any 100 attempts will result in XX successful items would sure help encourage crafting.
2) if items wear out with use or can be enhanced above the normal level found, then a crafting skill can me used to repair or enhance items. i.e. buy worn out items from AH, repair, enhance, put back up for sale. again another idea to encourage crafting.
3) last - drop rates of crafting materials. If the basic crafting materials are not available at some reasonable cost or able to gather at some reasonable rate - then again crafting is discouraged rather than encouraged.
Not all of us who enjoy the game want to spend hours and hours killing MOBS and gathering crafting materials just to have most crafting attempts fail. And there should be more to a MMROPG than just killing MOBS.
One of the reasons I firmly believe that there were so many BOTs before was the inability to gather crafting materials at any reasonable rate. Humans have some internal Rate Of Return expectations - BOTS have none. Low ROR = High profit for BOTS. High ROR = Low profit for BOTS. People only do the BOTS because they can earn real $$ / YUAN / etc. because I don't believe that there is any real long-term personal enjoyment in running one.
The conclusion then is that the BOTs are really only there because of the low drop and low success rates of crafting items and this is totally under the control of the game developers.
1) once you reach 100% in any one level - the success rate should be above 90%. Otherwise it is just a crap shoot - and pricing items built against what an item will sell for is impossible to calculate. Some reasonable idea that any 100 attempts will result in XX successful items would sure help encourage crafting.
2) if items wear out with use or can be enhanced above the normal level found, then a crafting skill can me used to repair or enhance items. i.e. buy worn out items from AH, repair, enhance, put back up for sale. again another idea to encourage crafting.
3) last - drop rates of crafting materials. If the basic crafting materials are not available at some reasonable cost or able to gather at some reasonable rate - then again crafting is discouraged rather than encouraged.
Not all of us who enjoy the game want to spend hours and hours killing MOBS and gathering crafting materials just to have most crafting attempts fail. And there should be more to a MMROPG than just killing MOBS.
One of the reasons I firmly believe that there were so many BOTs before was the inability to gather crafting materials at any reasonable rate. Humans have some internal Rate Of Return expectations - BOTS have none. Low ROR = High profit for BOTS. High ROR = Low profit for BOTS. People only do the BOTS because they can earn real $$ / YUAN / etc. because I don't believe that there is any real long-term personal enjoyment in running one.
The conclusion then is that the BOTs are really only there because of the low drop and low success rates of crafting items and this is totally under the control of the game developers.