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Composing - In Detail


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#41 WS3

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Posted 28 May 2013 - 01:11

Leos has a point, many of the listed skills already have existing pots out there that are better or at the same level. Unless you increase them those will probably not work out, but if you do increase the level there's a chance you'll ruin how some people earn income by brewing their own pots to sell.

 

If you choose to follow through with increasing the levels, would you consider setting a a different level cap for each tier of items? Common items 150, Rare, items 200, SE/LE 250, Crystal 300 Epic 400. These are just random numbers I'm throwing out there. Given if you make things too high, the pots for donations may become less useful. Personally I see the level caps to be a delicate thing.



#42 gomezkilla

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Posted 28 May 2013 - 01:12

Will the craft and hellforge levels of items matter? If not, it sounds like a legendary resource would get the same number of fragments as a perf/FF legendary item.

Same deal as inventing so I see no reason to make it any different.



#43 Hoofmaster

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Posted 28 May 2013 - 01:12

So that will make high level buffs available to low level players? Are there implications for the potion brewing and buff casting economies?

 

Potentially yeah - we could look at adding a min level to the potions based on the skill levels if you think that would be better?



#44 Splash

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Posted 28 May 2013 - 01:13

The amount of gold + items + time it would take to make those potions, why wouldn't we just buy an alternative buff/potion for an equal amount of gold/fsp?

 

Hoof’s Ultimate Potion [120m]
Librarian 200
Adept Learner 200
Coordinated Attack 250
Animal Magnetism 250
Doubler 350
 
This would mean in this example it would require:
 
C = (5 * (1250 / 5)) = 1250
R = (5 * (1125 / 20)) = 281
L = (5 * (625 / 100)) = 31
E = (5 * (375 / 400)) = 4 -> 2 (cap applied)
 
Gold Cost = 5 * 1250 * 120 * 3 = 2,250,000
Time to Create = (5 * 1250 * 120) / 10 = 75000s = 1250m = ~20 hours

 

The gold alone (roughly 10-12fsp worth) makes this not worth it. We can buy all of those buffs (at the same lvl) for half that price. +20hrs to make? CBF.

 

The idea was meant to be an item sink. It's fine if you want to add a gold fee, but that is just ridiculous.



#45 WS3

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Posted 28 May 2013 - 01:13

Will the craft and hellforge levels of items matter? If not, it sounds like a legendary resource would get the same number of fragments as a perf/FF legendary item.

 

I think an extra fragment for each forge would be fair. After all, this aspect seems to be mainly for getting rid of unwanted items that are currently in the game if I'm not mistaken.



#46 Hoofmaster

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Posted 28 May 2013 - 01:14

The amount of gold + items + time it would take to make those potions, why wouldn't we just buy an alternative buff/potion for an equal amount of gold/fsp?

 

Hoof’s Ultimate Potion [120m]
Librarian 200
Adept Learner 200
Coordinated Attack 250
Animal Magnetism 250
Doubler 350
 
This would mean in this example it would require:
 

C = (5 * (1250 / 5)) = 1250
R = (5 * (1125 / 20)) = 281
L = (5 * (625 / 100)) = 31
E = (5 * (375 / 400)) = 4 -> 2 (cap applied)
 
Gold Cost = 5 * 1250 * 120 * 3 = 2,250,000
Time to Create = (5 * 1250 * 120) / 10 = 75000s = 1250m = ~20 hours

 

The gold alone (roughly 10-12fsp worth) makes this not worth it. We can buy all of those buffs (at the same lvl) for half that price. +20hrs to make? CBF.

 

The idea was meant to be an item sink. It's fine if you want to add a gold fee, but that is just ridiculous.

 

What do you think would be a more reasonable gold cost?



#47 yghorbeviahn

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Posted 28 May 2013 - 01:14

Maybe to make the things easy an option like that can be created:

100 Common shards => 1 Rare shard
50 Rare sgards => 1 Legendary shard
25 Legendary Shrds => 1 Epic shard

The numbers can be changed, but you can see my idea..

Now Find Item will become a usefull buff, maybe that needs to be put on the list.

PS: I understand that's only the first impression on the Composing, in the furute maybe we can see more buffs or maybe even itens.



#48 rowbeth

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Posted 28 May 2013 - 01:15

It depends on the amount of skills and levels of the skills you are adding to your potion. If you take a look at the 'Hoof's Basic Potion' example, it doesn't require any Legendary or Epic Fragments :)

 

Ah - so you need to pay all the non-negative contributions in the calculation. I hadn't understood that from the original post.



#49 Hoofmaster

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Posted 28 May 2013 - 01:15

I think an extra fragment for each forge would be fair. After all, this aspect seems to be mainly for getting rid of unwanted items that are currently in the game if I'm not mistaken.

 

I think that would be fine - so a fully forged Legendary item would give 6 Legendary Fragments?



#50 WS3

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Posted 28 May 2013 - 01:16

Maybe to make the things easy an option like that can be created:

100 Common shards => 1 Rare shard
50 Rare sgards => 1 Legendary shard
25 Legendary Shrds => 1 Epic shard

The numbers can be changed, but you can see my idea..

Now Find Item will become a usefull buff, maybe that needs to be put on the list.

PS: I understand that's only the first impression on the Composing, in the furute maybe we can see more buffs or maybe even itens.

 

I like the Fragment Conversion rate, but yes the numbers should be changed some. I think FI is fine the way it is if you make it too high people will be using it when we have events then potentially flooding the game with the items.



#51 WS3

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Posted 28 May 2013 - 01:18

I think that would be fine - so a fully forged Legendary item would give 6 Legendary Fragments?

 

Yeah, that's along the lines I'm thinking of. If each forge yields too many fragments it might make it too easy to obtain the pot. The number could be raised some, just not sure what that number is. 



#52 rowbeth

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Posted 28 May 2013 - 01:21

Potentially yeah - we could look at adding a min level to the potions based on the skill levels if you think that would be better?

 

It certainly should be thought about. The buff hierarchy is very firmly embedded in the FS culture. There is a risk that you will either make composing too difficult to be useful, or make high level potions too available for potion makers/buffers to survive.


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#53 steveanaya

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Posted 28 May 2013 - 01:24

It certainly should be thought about. The buff hierarchy is very firmly embedded in the FS culture. There is a risk that you will either make composing too difficult to be useful, or make high level potions too available for potion makers/buffers to survive.

so then you're telling me i wont be able to invent anything useful and this huge update will be non-applicable to me just because i don't want to level?



#54 Splash

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Posted 28 May 2013 - 01:24

What do you think would be a more reasonable gold cost?

 

Gold Cost = amount_of_skills * total_skill_level * duration * 3

 

Maybe:

 

Gold Cost = amount_of_skills * highest_skill_level * duration * 3


#55 Leos3000

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Posted 28 May 2013 - 01:25

Hoofs Formula:
 
Common Fragments = (amount_of_skills * (total_skill_level / 5));
Rare Fragments = (amount_of_skills * ((total_skill_level - (25 * amount_of_skills)) / 20));
Legendary Fragments = (amount_of_skills * ((total_skill_level - (125 * amount_of_skills)) / 100));
Epic Fragments = (amount_of_skills * ((total_skill_level - (175 * amount_of_skills)) / 500));
if(Epic Fragments > 2) Epic Fragments = 2

 

 

Suggestion

 

Basis

-1 Common Item can invent 1 level 50 Skill

-1 Rare Item can Invent 1 level 100 Skill

-1 LE item can Invent 1 level 200 Skill

-1 Epic can Invent 1 Maxed skill

 

Duration

-Each common item adds 2 mins

-Each Rare item adds 5 mins

-Each LE item Adds 20 Mins

-Each Epic maxes duration

 

Combining Skills

- 10 Common per skill addition

- 5 Rare per Skill Addition

- 2 Le Per Skill Addition

 

Raising skill levels

-1 Common item per 5 additional points of skill

-1 Rare item per 10 Additional points of Skill

-1 Le Item Per 25 Additional points of Skill

 

not in formula form but easier to understand in this sense for most.



#56 iceman66

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Posted 28 May 2013 - 01:25

 

Available Skills (with max possible level)


 
Doubler [max 2000]
Light Foot [max 1000]
Conserve [max 450]
Adept Learner [max 450]
Librarian [max 450]
Sacrifice [max 500]
Global Booster [max 500]
Animal Magnetism [max 450]
Keen Edge [max 250]
Anti Deflect [max 200]
Smashing Hammer [max 250]
Entrench [max 200]
Coordinated Attack [max 300]
Coordinated Defense [max 300]
Stalker [max 300]
Shield Wall [max 250]
Terrorize [max 350]
Gloat [max 250]
Honor [max 250]
Flinch [max 250]
Constitution [max 350]
Sanctuary [max 350]
Terrorize [max 350]
 
I would be much more likely to turn my items into fragments if these were the Max levels. And the costs were brought down some ( I will try to figure out your formula some if I have time and post a better suggestion)

 

I think these are MUCH better skill levels.  With the formula you currently have, these skills are more worthwhile to make into potions.  I would also suggest implementing someway that hell forges on items affect the level/potion in some way.  That way it gives incentive to hell forge as hell forging is useless to do post-level 600.



#57 rowbeth

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Posted 28 May 2013 - 01:26

Have to say, Hoof: its impressive that you are up and active in the forum at 2:30 am

 

Or is that the joys of a new baby?



#58 iceman66

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Posted 28 May 2013 - 01:28

 

Hoofs Formula:
 
Common Fragments = (amount_of_skills * (total_skill_level / 5));
Rare Fragments = (amount_of_skills * ((total_skill_level - (25 * amount_of_skills)) / 20));
Legendary Fragments = (amount_of_skills * ((total_skill_level - (125 * amount_of_skills)) / 100));
Epic Fragments = (amount_of_skills * ((total_skill_level - (175 * amount_of_skills)) / 500));
if(Epic Fragments > 2) Epic Fragments = 2

 

 

Suggestion

 

Basis

-1 Common Item can invent 1 level 50 Skill

-1 Rare Item can Invent 1 level 100 Skill

-1 LE item can Invent 1 level 200 Skill

-1 Epic can Invent 1 Maxed skill

 

Duration

-Each common item adds 2 mins

-Each Rare item adds 5 mins

-Each LE item Adds 20 Mins

-Each Epic maxes duration

 

Combining Skills

- 10 Common per skill addition

- 5 Rare per Skill Addition

- 2 Le Per Skill Addition

 

Raising skill levels

-1 Common item per 5 additional points of skill

-1 Rare item per 10 Additional points of Skill

-1 Le Item Per 25 Additional points of Skill

 

not in formula form but easier to understand in this sense for most.

 

+1 and it's easier for the non-formula minded people to visualize.



#59 Buddha

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Posted 28 May 2013 - 01:32

It's a little expensive to be worth the reward. I love the idea though.



#60 pedroevan

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Posted 28 May 2013 - 01:38

Common Fragments
Rare Fragments 
Legendary Fragments
Epic Fragments

 

What about unique itens? I mean there's a lot of junk quest itens in the game already , using they in composing seems plausible

 

And BTW using epics its not worth it their prices will increase, therefore the FSP price in the market place as well and that's the whole point in sink gold isn't it

 

SE itens and cristaline too ( as long as their not broken ) only like 90% of the SE sets is being used ( till lvl 450 i used only 3 ) so i guess they should be included

 

I guess all itens should give fragments but only one type of fragment

 

common gives 1

rare 10 ( or 20 )

unique 50 ( or 75)

legendary 100( or 150)

cristalyne 250( or 500)

SE 500 (or 1000)

 

Of course numbers are exemples and open for discussion, this way will sink gold and itens

 




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