One of the biggest debates here is how the Enhancement System works, and how it feels regarding accomplishment or, therefore, frustration. This system is always a hot topic on how fair it is, how rewarding it can be, but also how a high upgraded weapon can be seen as a result of illegal acts, instead of a symbol of great achievement.
I think we can have a discussion here on how we would like to see it changing, and what would improve it in a way that players will not get frustrated by attempting a high enhanced weapon, cause we see here and there people that left the game because they ended up destroying the weapon that they wanted to use because of enhancement attempts.
Interesting info before starting
Here is a topic that summarizes a lot of stuff regarding enhancement probabilities and general feel of the actual enhance system:
And we also have here the code behind the enhancement system, for those who want to see it and might have missed:
Now my personal opinion:
I think that we have 2 main issues with our enhancement system:
- The success rate itself, what makes lower levels unrewarding
- The penalty for failing, what makes a very punishing downgrade on higher levels
Although I like this idea of having virtually 50/50 chance after +8, this is only 20%, or 1/5 of the maximum level range we can accomplish. Also, from +5 (last garanteed success) from +8 (where you will have the same “coded luck” until the end) is only 3 levels of real change on luck %, a very inexpressive number when you look at the +40 maximum value. Sure this remove the classical % chance (moderator of a lot of games out there) and could make higher levels more accessible, but it would be more suitable on a +20 cap maybe, where these levels would represent: 25% guaranteed success (+5), 40% to reach luck curve (+8), then the last 60% would be completely 50/50 chances, consuming potentials when fail. Sadly it isn’t these percentages, and this actual 50/50 chance stumble on the next faulty: penalties.
Now the penalty that is really a pain is the -5 one, where a failed attempt would remove 5 lucky ones. Fail a second time would remove 10 lucky attempts. There is no much to discuss here, because I imagine that people who loose 5 enhancement levels would stop trying, really. This creates a fear that attempting again would make you loose even more, then people might simple stop trying. With so many things these days consuming Potential of weapons, you don’t have room for more Enhancement attempts, or either play with your luck unless you have a backup option.
So my suggestion would be:
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Change the Failure penalties: Although I think the success rate would love some changes (next point), I think the failure penalties are the biggest problem, really. So I think that should change to no level reduction (only potential) until +12, -1 Level until +25, -2 Levels until +35, -4 Levels from +36 to +40. I think this would make it less of a burden, reducing also the fear from players on attempting higher values. And the real burden would be the last 5 levels, where if you fail you go back all the way to the last “penalty checkpoint”.
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Expand the success rate: As I said, I like the 50/50 aspect, I just think it starts too soon, making lower levels unrewarding. My suggestion would be to keep the +5 guaranteed success, then form +6 to +20, you gonna have a success % table, going all the way from 90% to 50%, then when you reach this level (which is half of the way) your dificulty factor will be the failure penalties cause we would start the 50/50 chance aspect again…
WIth these changes, we would have:
- +5: guaranteed
- +6 to +12: low % fail, potential lost when fail
- +13 to +20: medium % fail, potential and 1 level lost when fail
- +21 to +25: 50/50 chance, potential and 1 level lost when fail
- +26 to +35: 50/50 chance, potential and 2 levels lost when fail
- +36 to MAX: 50/50 chance, potential and 4 levels lost when fail
Extra - change some anvils (or add new ones) to work on luck chance: that would be nice to have anvils to work on that luck chance, instead of only not consuming Potential and Silver.
What you guys think? What would you do to change the Enhancement System?
I hope we can have a good discussion, and this can reach @Staff so they can follow up on what we would like to see improved.