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Another variation of composing XP boost feature, countering oversupply of fragments.


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#1 andyvince

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Posted 12 April 2014 - 13:39

So I have got into composing more, as BigGrim has said idea of giving so many fragments in fragment chests was to get more players to try composing. I can really see why some players say it’s really slow to level up composing.

While we have so many fragments supplies right now, so we can keep using without worrying about running out. It still take a while to complete each potion for the XP again (without using Instant Finish of  cause, which cost gold)

 

My idea was bit different from what Evilbry suggested

How about an XP boost feature.

 

When you creating your potion (skills/level/duration) you have a checkbox you can tick. By ticking this checkbox it will give you an XP boost say 25% or 50%.

 

What this will mean is if you made a 20xp potion normally it would now return 25xp or 30xp (depending if it's made to be 25% or 50%). The downside is the Frag cost will be increased (suggest doubled).

 

This could also be aligned with an increase in gold cost as well.

 

It would be nice to add another option to Instant Finish composing potion using Fragment instead of gold.

Similar to Instant Finish with gold, each time using the feature within 24 hours, fragment cost increases and somehow involve using SE/LE/Cryst fragments. Since as I understand the higher end fragment SE/LE/Cryst are the types that are oversupplied, making less need for the LE/Cryst events.

 

Edit: add in the formula  -- Edit2: modfied formula, so Skill Lvl factor for Instant Finish need to be at least 50 

Instance Finish fragment cost = round up((1 - (percentage completed / 100)) *  FrgInsFin Factor), where FrgInsFin Factor = fragment cost of Max(initial skill Lvl, 50) * # instant completes via fragment in last 24 Hours

 

Using the 54 minutes duration 54 Doubler Skill Pts as example, it uses 6 common & 2 Rare fragment. If using Instance Finish via fragments right away: 1st Instant Finish would cost 6 common & 2 rare, 2nd would be as if the Skill Lvl is 104 cost 12 common & 6 Rare, 3rd would be as if Skill Lvl is 162 cost 18 common, 12 rare & 4 unique…

Variation

As common fragments always consume up quicker while Rare/LE/Cryst/SE fragments oversupplied, alterative can be the common fragments nullified.

So for above example 2 rare for 1st instant complete, 6 rare for 2nd instance complete, 12 rare + 4 unique for 3rd instance complete…

 

I feel this is a good idea because lower level players don't alway have that much spare gold to use on composing, The gold are better use to new / low level players to upgrade +1 Max Stamina / 25000 gold. For me recently, also like some spares to try arena.

Not less importantly, this would help reduce the oversupply of fragments in game recently. This is an addtional option, So players can use either gold or fragments to Instance Finish and # Instance Finish within 24 hours using fragment or gold are independent of each other.

 

 

Also want to say if there are going to be Fragment Global, I thinks instead of Stashes given fragments of all types when open, it would be better if players choose 1 of types that suit them best


Edited by andyvince, 14 April 2014 - 07:10.


#2 kalish

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Posted 13 April 2014 - 02:31

Not bad! To make the higher level fragments more useful, though, I would prefer allowing players to downgrade frag rarities at a 1:1 ratio, for example you could turn 100 SE frags into 100 unique frags. Since commons are the ones generally needed in bulk, it would increase demand for all higher rarities as well.



#3 Windbattle

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Posted 13 April 2014 - 05:15

I would be in favor of a frag instant finish option. but it would need to jump up considerably after each auto finish though. otherwise people will dump their entire stash in one night. Meaning, it would need a reset counter every 24 or 48 hours or something.


Edited by Windbattle, 13 April 2014 - 05:15.


#4 andyvince

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Posted 14 April 2014 - 08:22

I would be in favor of a frag instant finish option. but it would need to jump up considerably after each auto finish though. otherwise people will dump their entire stash in one night. Meaning, it would need a reset counter every 24 or 48 hours or something.

I assume you want the fragments cost to jump up considerably after each auto finish? My above formula was just an example to get people start thinking. I’m sure others can come with more suitable formulas to sink appropriate amount of excess fragments. Main idea really is to somehow have option to use Fragments instead of gold.   

In any event, I realized there was a flaw to make experiences too cheap to gain, so edited above formula a bit, now at least players can’t make a 10 Exp potions using 1 fragment initially, then 2, 3, 4, 5… extra fragments only for the subsequence Instant Finishes, lol.

 

Not bad! To make the higher level fragments more useful, though, I would prefer allowing players to downgrade frag rarities at a 1:1 ratio, for example you could turn 100 SE frags into 100 unique frags. Since commons are the ones generally needed in bulk, it would increase demand for all higher rarities as well.

I have seen the ideas of fragment conversion proposed a few times to make the higher level fragments more useful, but not seen responses from HSC (evilbry’s XP boost feature did get a like from BigGrim). My original post did have a variation that nullifies only common fragments usage, i.e. only rare or above fragment types consumed for Fragment Instant Finish.

I proposed this way of use up excessive high level fragments, as I feel gold requirement for Instance Finish could be a factor some players not actively composing, while still having so many excessive higher level fragments.




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