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WARNING: Extremely Long WALL OF TEXT, you asked for how and whys here you go! Nothing is a Flame here, all intended to be Constructive criticism.
Ok so here goes nothing for the 1000th time: -Crafting: This system is falling apart we see it, events like these shouldn't break the crafting system if it were balanced. HOW: How do we make it balanced and more useful? We make critting perfect chance higher. Wait so basicly now you want everything easy? No not really, the thing is that to get 1 crit if you're a normal player and not cheating you need per average 30 attempts, more or less. I'm not talking aout those hacking crafters *and yes it's a hack one player bought an unban ticket making public 1 VERSION of it to the GMs in the past but still a LOT of players use other methods * who just get in and u see em craft 4 or 5 perfects in 1 hour...every time...Once ok luck...twice hmm'k * u see where I'm getting at, and don't tell me it's jus luck, the hack exists, it's still out there just like there's still variants of the one hit hack that hasn't been fixed e.g.: go in tg late night and watch getting 1 hit every once in a while in bm+aura* WHY: Cause if you make critting easier it pays off to actually craft, it balances out having to buy EXPENSIVE materials for many tries, and also when events like these come out you know that even if you fail em here you always have a chance to get em in game if you help eachother out through crafting. In any other game you play crafting is easier than here...mats might be more expensive still you dont try 40 times and get maybe 1 perfect * WITH WRONG AMP...i mean...srsly? wrnog amp??? will get to this later *. -Drop rates/Quality of Drops: WHY:I and many players that I know have been playing this game for a very long time, some since beta days, and we know how luck works on drop rate, and quality rate...A person can farm 100 or even 200 times ft1 and drop only crap, and a newb, or more sometimes in prty, can drop eox+8. Now I know most of the people are touchy when it comes to this subjects objections are made to: yea but this way you want everything to be easy? everyone will be super geared fast and then what happends? Where's the fun in that? The problem is, that in ANY MMORPG, if you farm 1 to 2 years you will get end game if you're dedicated. Cabal is the only game i found online that if you farm for even 3 years, you might get a couple of items to be CLOSE to end game, when sum1 else who just does something once drops something really valuable...Where's the fairness in that? People that spam every day dungeons and get same stuff that's worth less... I dont want to make every1 in the game overpowered, but at the same time we all must agree that once more ppl start getting end game then the fun starts...the real PVP starts, that's where skill matters...You can give us harder dungeons * will talk later * and we need to use brain skills and tactics, not gear...* Like ft2 which took a long time to be cracked * Now about farming...I've seen people spend days and days, months, getting from 1 to 170 and dropping only crap in pf...and a few drop Mithril amp, and out of those MOST IS WRONG AMP? If i spent 5 months getting from 140 to 170 i should have at least 1 items to prove it...not just the exp...Ok dont wanna do mithril? Implement flippin sigmetal or osmium craft, or W/E you want!! BUT STOP THE FRIGGEN FCH DROP!!!! It is incredible that from Tyrant chest you can drop the same thing you can drop form lv 30 mobs!!! HOW: You start raising drop rates or better items in general, you remove FCH drops from dungeons above EoD b1f, and let the items that are in between stita and mithril drop more often...Omg but then every1 will be imba? No, everyone will still work hard, but will be rewarded for your hard work, and after you worked hard 2 years you're end game and play WITH SKILL!!! -Success Rates * e.g.:upgrading your items? * WHY: Most of the people here will tell you keep persevering, thing is, I've seen1 friend manage to fail 300kk worth of UCMs for his tita item while my other friend can make his own items +7 in a few tries. Now I dont say that it should be A LOT MORE easier...but the success rates are crazy especially for making +7 * Ok I dont care for +8 and above really I'm talking about the normal upgrade rate * It's not fair that after 1bil worth of UCHH my friend didn't manage to +7 his mithril suit...There's got to be a point that when you've failed to many times the next time you're SURE you're not gonna fail! Why? Cause luck factor in this game is WAY TO MESSED UP, you should have it spread amongst the population not amongst some players... HOW: Make it so that upgrading doesn't become hell for some players and a walk in the park for others. After certain ammount of tries one should manage, or get something back. Up the rates, and also seriously how is it possible to fail 8 times in a row...and even sometimes fail 3 times in a row from +2 to +3? LoL? -Wrong Amp Drops: WHY:Since already dropping something good is hard, and then you figure out it's the wrong amp, you get more frustrated, what's the point? The game has settled down now...we know the classes that have use of magic and those tht don't, those that can use both * mFs, sFs * and those that are hybrid * fb lol LoL *...But why put wrong amp after 2 years you work hard and end up dropping mithril gloves wi sword amp? HOW: create parameters in the drop table, and eliminate the useless ones. You don't know which are useless ones because you don't play your own product? Ask the comunity! -TG: WHY:Ok so for about 2 years we've been playing this system and it's been changed to reward both sides...We now realise that there's a need for a bigger league tg, cause they now get over crowded and people can't enter nor relog to help others make the score. Also We've been playing on the SAME FLIPPING ANNOYING MAP FOR TOO LONG! I don't belive Devs can't make 4 change by day/maps that we can play on...I love the tg system but I know I'm not the only one that gets bored by playing the same map over and over...i mean 1...C'mon? HOW: Make x-number-of interchangable maps, that can change by day. Make a new TG section for lv 165-170 or something like that * shooting numbers here *...Duno from which level to which but if you don't know cause you don't play your own product Poll the Comunity!!! *Even more than once if ou want to go by exclusion * -Dungeons/Bosses: WHY: Appart from FT2, which was the last fronteer for Cabal Online, where you actually have to work co-ordinated with your entire team, and think of what you have to do, the rest of the dungeons * maybe apart from CA, FI and aos1* are USELESS. Same repetitive stuff over and over and over...And they're WAY to EASY! It doesn't require thinking or co op. Where's the fun in that? Ok eveyr once in a while you can pop up a soloable easy dungeon, or something like EoD b2f, but other than tht srsly? Don't you get tired? About bosses, haha they're a laugh, drop rates are pathetic, if you can drop fch and uch from pluma then bah, and ofc these bosses don't require thinking or tactics. HOW:Make more dungeons that are hard to go through unless you can use the brain, and even there you gotta be strong to do them * aint got gear? If you fix the rates like stated above with hard work you can achieve the gear *. Dunno how to make it more co op? More tactics? As the Comunity! About Bosses, make harder bosses, like raid bosses that require an entire party, that change attacks depending on % of life, that make you go OMG when you see em. Even instance raid bosses that you can enter only once a day? Same you can do for dungeons...Many successful games used this gimick and it works! -Support: WHY: We've all seen tickets unanswered for months, left asied, merged with someone else tickets even * it happened to me lol *. We know that some Support Fields are more efficient and faster than others, but srsly? Ive seen sshots of people getting answered after 2 months Oo...We shouldn't be pming GMs on forums for this. And also, The answers should be more constructive and differ from case to case, not just copy/paste caus'e we're lazy... HOW:Don't know how to fix this tbh, change the people working in 1 department untill you see it works 100% ? I don't rly know....Just make it work... For Tl;dr > rates must be fixed, dungeons must be fixed, tg must be fixed, crafting must be fixed, drops must be fixed, support fixed aswell...If you wanna know Why and How read! Listen to the comunity to our ideas and push for them to get through. We all know Cabal is going to die soon cause EST is concentrated on other projects, like Cabal II. At least let us die Happy. Make this game enjoyable for those who can't / don't want to transition to Cabal II. Let us have fun! And after almost 4 years, listen to some of these critics that have been repeating!!! PS: I know there's english mistakes in this post I'll edit em when I'll wake up... |
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#2 |
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xxdvinexx i totally agree with your point, when you "waste" 10 hours a day on a game for months you would expect to be rewarded and make progress, but here percentages feel like left out and changed not in a global way, its like they are limited in certain random periods which spin around low numbers although we are shown like dunno 70% chance to succeed and 30% to fail.
Cabal is a great game, and before you could have progress with steady farming, now its turned to hell, cause contents of the game are mixed up and unsorted from the early days, we should know that for example after 500 runs of one dungeon we should gain at least one good drop, im not talking about perf crafts, just one that will excel above others by quality or rarity and not to struggle for a chance to get one more uch. Drop rates can be affected by drop sets and i can confirm that they can work, but whats happening, minority on servers has them, cause they are expensive, especially +7 jewelry so many of them backdown cause they find it more worth to go for amp sets or dmg sets for pvp/pve which will save them the "harder" work. So the point is that rare are the person cause of this situation which can afford drop sets, and even more rare are ones who will actually use it in dungeons. I noticed that maybe cabal is the only game on the market which has as a part of game drop sets, in many other games drop rates are fixed and easily editable by patches, but in cabal its neutral thing cause i have seen no more then 3-5 persons farming in drop set during 3 years of playtime, and all others were bots. I still would have much to say and it could happen that i explained some of my thoughts in a bad way but as everybody says this game maybe needs a change, and even better, a balanced change. |
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#3 | |
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I haven’t seen anything regarding changes to the actual crafting system except increase chance for best craft and to remove wrong amp crafts. Yeah that will help a bit but do you honestly believe this will make crafting wanted? I am disappointed again. There must be some people willing to take the challenge to analyze the system properly. I want to read about crafting materials, where and how should we get them? Is the current system working anywhere? Or is the supply of materials broken everywhere starting from PL? I want to read about the different crafting results, what should be left what should be removed, what should be added? I want to read about basic crafting formulas. I want to read about prof. craft changes. I want to read a discussion for or against account binded craft results. I know there are people that can do this if they try a bit harder. I want to read some decent posts not this rubbish we see lately on forums.
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I am the Fifth Sage, protector of the Sixth and all Warriors of Nevareth. I value brute Strength above Technique or Speed and I wield the grand, two-handed Sword of Betelgeuse. Using my weapon I can cleave the earth, opening huge crevices that swallow all demons in vicinity. There shall be no mercy for any Forum Demons! |
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#4 | |
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One of the big problems at the moment, is that to exp to a high level of crafting you have to put in way to many alz than what it's worth as outcome. How can we balance this? Probably more people have different opinions, but I do know for a fact that these 2 changes would already help. People get discouraged after they fail their proof too many times, also because making alz isn't as easy and finding mats to make higher level proof is hard. You might say, "ok we don't want everyone to achieve a high level in crafting so we won't change the proofs this way it's more competitive, and only those who really persevere eventually will get it". Still problem is that it has a high toll even on those who really want to persevere. We know that the lowest levels of crafting are basicly useless. In the past Episodes you could make a lot of money off of Skill Exp items, but now it's useless. And just as the game evolves changes, people get more items, etc... So should the crafting system. Eliminate the bottom categories of crafting. Start crafting straight into Titanium. This way it motivates people to reach a higher level fast. And also, it helpes shred away from the market the small skill exp pieces. more to come I want to answer this in more detail, but also want to make sense.. Last edited by xxdvinexx; 30-05-2010 at 13:12. |
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#5 |
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What you need, is to be as objective as you can, in your post. You need to understand that, because a personal view of the situation will not even reach ESTsoft.
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The only way to change me is maybe blow my brains out, Stuck in the middle of the game to get the pain out, Pray to my God everyday but he don't listen The poverty bothers me but mama's working wonders in the kitchen Listen I can hear her crying in the bedroom praying for money we never think would she be dead soon Am I wrong for wishing I was somewhere else.. |
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#6 |
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I see your point but I know that this is a more than common view on many of the points I've stated above with the cabal comunity. Ofcourse ok I layed out the problems in big lines, now lets write down how to fix em in particular, ok that suits me! It wasn't ment to come out as a rant. Just wanted to summarize the weaknesses that could be changed. The hows were a little poor, but then again I did write this at 3 am to 5 am my time...
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#7 | |
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![]() It's not our duty to remake crafting system,its ESTsofts, they make, we play, questions? |
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#8 |
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In my opinion the craft system dont need many changes to be good again.
First of all remove the wrong amp crafts from mystic/mithril cause this is really a pain to see how many of them u get where u could get good ones Than maybe a change in a better way of crafting "more" stuff. What about craftin items which have only one slot? For example Osmium DB Blades with ONE SLOT! So you can choose which u wanna craft ( Non Slot / 1 Slot / 2 Slot ). Same goes for Mystic also and even for Mith in my opinion wouldn´t be bad at all. About collecting mats... I thought about an idea that when u have for example 10 disc from lvl 3 you can exchange em to 1 disc lvl 4 same kind.. Same goes for shapes also for sure For that we would need an item or NPC, i am not sure how, but in an old game there was a horadric cube Nah honestly i think there will be an easy way to implement this. Thats all firstly cheers Last edited by dOnBlaDiVich; 30-05-2010 at 13:30. |
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#9 | |
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@ Don: That's what i think aswell, the crafting system doesn't need too much of a BIG change, and those that you proposed are quite nice. @GM: Please CHANGE THE TITLE to Game Features Changes, thanks! Last edited by xxdvinexx; 30-05-2010 at 13:28. |
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#10 | |
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![]() The total flow from GD/DS/BI to PL to FR to UG to FGR is broken by the weakened dungeons. The only things that hold those maps together are the quests, which probably noone does anymore for the 500th time. And what does that mean for crafting? Noone finds those materials anymore. Entry prices of Map Part/ Ruina Station went up triple of the old price. Most types of 1 slotted titanium gear also tripled in price. Every craft you make from citrine/aramid - aqua/shadowtitanium people break or npc, because you get all skill exp gear from quests etcetc. As for the "usefull" crafts you can make on those lower grades, you need a 2 slotted titanium. How many weapons do actually drop a week each server? I bet not even one each type. Then the craft has to succeed, has to be a nice craft and even IF it's a perfect craft, it's worth practically nothing, because you can find it in the weakened dungeons for "free" anyway. As for the 2slotted titanium armour parts. The only places you can find them on a "decent" rate, are the DT dungeons, which are bound to be deleted. And then? How will this proceed? To get those materials and make it attractive as well for higher players that can't get those items(which they need in order to get a decent Critical Rate, let's be honest) this drop rate needs to be increased, not decreased(hell, even deleted completely?). Therefor the "farmsets" are totally unattractive and I can't remember 1 thing that boosted/stimulated the will to farm, except the 4 ring patch. |
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#11 | |
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![]() Yes it is their duty to remake it, and they will, but last night many people attempted to convince me they have given good explanations on what should be changed and they were ignored. This is not true. Good suggestions may be implemented, and if you want to change the craft system now is the time. But it has to be really well explained.
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I am the Fifth Sage, protector of the Sixth and all Warriors of Nevareth. I value brute Strength above Technique or Speed and I wield the grand, two-handed Sword of Betelgeuse. Using my weapon I can cleave the earth, opening huge crevices that swallow all demons in vicinity. There shall be no mercy for any Forum Demons! |
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#12 | |
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![]() Basic craft is not that bad, on this side, there is not so many problems. Easy to get FC, not so hard to get mats and raise it. The problem comes from Professional craft, that have NO USE. I just repeat it in case of, NO USE. By this I mean that putting energy in Professional craft is WORTHLESS. Let me explain: Exept for Amulets, no one need craft items. 1-Rings: who cares of crafted rings? Everyone aims for Ring of Luck and Critical Rings. So ring craft is usefull for: low adept craft, and luck craft, and ROF/ROS+10, which are totally unafordable for common players. 2-Weapons: As I said, passing Titanium is insanely hard. Slotted with crt rate is already a pain to get. Crafting the amped weapon is almost impossible as you get either the wrong amp or either you fail in 90% of the cases. Then you have to succeed in Proof crafting... Again, most players fail 90% of the time. As Pherystin/Titanium is still "decent", with "amped" weapons for roughly 30kk (Jupiter prices), trying it is yet possible but highly frustrating. But above... Shadowtit/Aqua 2 slot with rate is almost impossible to get. I bet that more than 99% of the players NEVER seen such an item! So mainly, most of Prof. crafters will be stuck at Titanium/ShadowTit rank. 3-Armors: almost as hard to raise, but armor with 2 slots are a bit more common. Still, it is a pain to pass Titanium again. Just lucky, they don't have ShadowTitanium to complete. But Perfect crafted osmium comme even often from drops... SO again, not worth the effort. 4-RedOsmium is... a joke. So much effort to craft UNSLOTTED items... Do you think it is logical? Do you think it can cheers players to craft? And succeeding in proof here is again almost impossible. Basically, to sum up: Profesional craft is probably the hardest one I have seen in any other MMO. Just because of such insanely rare item needed for proof. But that does not stop here! By running not so much Frozen Tower B2F, you can easily get Osmium Perfect Crafted items. More fun, more easier, more quick, well... Everyone with 2 neurons will choose to go in B2F instead of crafting. Now to answer what you want to hear: 1- Most of mats are not hard to get (materials cores, or even basics mats, these are not rare and with decent prices, exept maybe for high grade disks). Appart for those inexistant parts with critical rate in slot, there is no problem on this side for me. My point: Give back Amp avaible from FCUpgrade, give catalyst for Crt Rate enchant, and even for 2d lvl FC upgrades, as they are ALL USELESS! (exept 15% alz drop for farmers) Do something about enchanting, as it is just used for HP/Crit Damage. 2-Craft results... The main problem with success rate. Apart from Perfect craft (wich are RARE! I never made a single perfect craft yet...), all craft results are weaker than anything you can get in dungeon. Best exemple are Gloves: Who cares for 1, or even 2 slots in gloves? As the only bonuses we can put in slot are USELESS. (+2 attack... def rate...). A simple dropped part with amp is better than anything you will be able to craft as glove. And easier to get. So, on one hand: hard to craft due to the weapon/armor needed at first material, then high failure chance and again, low low low low low chance of getting something valuable. So, no use for crafting. Dungeons can give you the same for less effort. My point:Remove all craft results below perfect grade, and add better bonuses as craft result. Also add slots to Red Osmium grade. (Who will ever sacrifice a 2slot RedOsm blade for attempting one which will have at max a lower bonus than filled slots?). Also, forgot about proof items, and add a quest (even hard one) that lay on effort and not luck, in order to reach higher lvl of crafting. I would also say, Add SIGMetal as craftable. What is the point of having uninteresting stuff, harder to get than better ones? 3-As I said, for me, basic crafting is just fine. Maybe increase drop rate of some Formula Cards, but, overall, Basic Crafting is still OK. 4-Prof Crafting, I think I have already said a lot. The whole problem is that it needs too much effort for too less reward. Investing billions of alz to reach osmium grade, and see that anyone who can do dungeons will have better items than you can craft is just anormal. Exept for amulets that cannot be dropped, Rings, Weapon, Armors can be found easily in dungeon. So why crafting? As I have already state on what should be changed, I wont repeat it. 5-Adding BETTER craft results but Character bound on equip could be a good solution. Just remove that absurd Character bound items, exept for UNIQUE drops (like lycanus weapons). It will allow players to trade and inetract, and economy to flow, without unbalance everything due to Bind on equip option. And as a last word: Stop trying to equip all characters with Titanium. or with Osmium. Anyone will say it: wearing lvl 80 stuff when you are lvl 150+ is a pain for the moral. Just add NEW sets of equipment. Keep having set every 10-15 lvls. Not uselless 99, 107 or 115, that are hard to find either! I have some idea of crafting system but I will think a bit about it to not just write down rough ideas.
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#13 | |
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#14 | |
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Banned
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but they wont give back the fc update .. even if that will make the game way more interesting |
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#15 | |
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Crafting problems here actually echoes to other problems cabal have. Only a few crafts are worth to make=other crafts dont have the market they need for them to be profitable.
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Cabal PH -- Neptune Server IGN: ArxesFatale -- Class: FB |
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#16 |
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BEEEER
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I want to read about crafting materials, where and how should we get them?
New ring quest is really good, AH is full with slotted osm, you can add same quest in SoD for tera/shine parts. You can make lvl.4 disc and shapes drop rate higher. I want to read about the different crafting results, what should be left what should be removed, what should be added? Rate craft results became useless looooong time ago ... 3,4 or 5% rate is same crap, leave only 5 and 8%. Make POSSIBLE 16% dmg craft on weapons. I want to read about prof. craft changes. Make chance to get slot in tera/shine crafts a bit higher. How about to make chance to get additional slot in mithril crafts possible? We will never see SEHH in game so make 0.005% chance for aditional slot ... I want to read a discussion for or against account binded craft results. Some players did billions FI runs to find some crafted topaz/redosm weapons, and you just add em in NPC for 30 kk... |
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#17 | |
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1:crafting materials should be accesible to you where you level and in dungeons, imo, since otherwise it means going far out of your way or spending a lot of money to obtain a few materials (in some cases), neither of which is fun. Possibly specific dungeons where reward is either choosable as crafting materials or craft mats drop at a reasonable amount (like half alz rate for a 150+dungeon with the mats still needed for amp/evasion potions (like stems, feathers etc) so you at least dont need to buy loads of mats. 2. after RS and after FR, craft material drop amounts lower drastically in both usefulness and drop total. Form cards are especially effected by this, meaning, those not proof and uberuseful(SEL for example) but the normal ones nearly noone has. 3 Maybe options to either save materials and have less perf craft rate (for xp), more perf craft rate but less sucess/more mats, crafting the prerequisites when you click the highlvl recipe with the lowlvl mats in inventory, the like options. Some are gunning for perf crafts, some are gunning for xp. ALSO, CRAFT-ALL BUTTON PLEASE. Getting RSI from clicking 200+times after each other isnt something that can be helped by adding one simple button. 4 basic forms: some are good, but the few-seen and most of the things that make lv2 are just too obscure and too low in effect to be useful. glory and alz potions also suffer from this. Drop rate for the more obscure but not so powerful should be higher. Maybe also in dungeons at a reasonable rate(not too high to be annoying, but high enough to get them like in ft)? roughly about it. Craft-all button should've been in since the crafting system was made, which i find a shame. |
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#18 |
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I actually like how the GM here plays as a devil's advocate. Challenging the player community actually brings out the collective ideas of the community,,
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Cabal PH -- Neptune Server IGN: ArxesFatale -- Class: FB |
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#19 |
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did not read all tread yet but if ur looking into easy solution of crafting problem i have simple but not perfect solution.so drops with "epic" (crafted option) should have ONLY 1 slot and overcraft option - craft of destruction - +16atk, overcraft - +20 atk and so and in crafting part remove lowest posible craft outcome and split succes rate into last 3 posible outcomes. so for each craft u would have 30% to have one of desire value (yeah i know ther is still wrong amp or cr / cd problem )so epic drop will loose some of value but would be still usefull and craft would get proper value.
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Last edited by S1LV3R0N3; 30-05-2010 at 14:42. |
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#20 |
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Also GMs what about the other game features that I proposed to change? What you think? Where should we develop more on those?
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#21 | |
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Different threads on different topics - helps keep the place clean&tidy and will attract the people that want to discuss that specific feature. p.s. this thread will be moved there also, at some point.
__________________
I am the Fifth Sage, protector of the Sixth and all Warriors of Nevareth. I value brute Strength above Technique or Speed and I wield the grand, two-handed Sword of Betelgeuse. Using my weapon I can cleave the earth, opening huge crevices that swallow all demons in vicinity. There shall be no mercy for any Forum Demons! |
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#22 | |
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- Remake crafting materials needed - I won't go thru all items. SEL should stay lvl7 and stay as it is. You can profit with it quietly. SEM - let it stay lvl8 craft. But for freakin' sake, who will give 5x sel + dozens of other mats to get (maybe!) 1 SEM?.. Makin' it 2xsel would add another way to obtain alz or something. I understand that market prices change etc but adding SEL and SEm to CC Shop, and making 5xsel for 1sem makes no sense at all. SEH should be lvl9 basic. I don't know how will they change the mistake already done - but it has to be lvl9. And with higher chance of success. Not 50% but 15 or so. Also, all items which you can get in stack of 4 with 1 craft should be changed to: 1-10 /craft. That will add more randomness in luck with "mass crafting". There are so many examples of "wtf mats" where you lose more than you get X_x - Add more items to craft list - Like 40% of basic craft list is missing. Why not adding Odd Circles to the craft list?? Dungeon entries??? There are so many useless cores (powerfull core, powerless core blabla) i don't even know what for are they used >.< Are they used for anything? - Drop changes - Extender Circuits should be droppable. Same for Plasma Circuits. Increasing the overall craft items drop rate too. This is so much I can think of about basic craft. Feel free to comment. I'll TRY to give my opinion about prof crafting too bcz if you wanna change prof crafting, u gotta rechange drop tables too :/ Last edited by UltimateX; 30-05-2010 at 14:39. |
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