ROFL, of COURSE there are separate refinements for regular studded leather armor and samurai-style studded leather armor. They missed absolutely no opportunity to make this system a bloated trainwreck.Try studded samurai refinements on those.
And likewise for plate maille too.ROFL, of COURSE there are separate refinements for regular studded leather armor and samurai-style studded leather armor. They missed absolutely no opportunity to make this system a bloated trainwreck.
Yeah, like I have said before that system was like textbook how NOT to design. I have zero clue how something so terribly, horrrrrribly designed system, that while in testing players clearly outlined why it was so inept and why no one would would use it and they went ahead anyway. Surprise, surprise... no one uses it.ROFL, of COURSE there are separate refinements for regular studded leather armor and samurai-style studded leather armor. They missed absolutely no opportunity to make this system a bloated trainwreck.
Seriously. The lamest thing is that the system DOES have a cool function. 5 steps make the system usable, and still maintain the "not done in a day" issue which was given as the reason for it being absurdly complicated.I use refinements and find them very beneficial.
However, like others I hate how the system is implemented.
I hate how they don't stack. I hate how there are so many kinds.
I also hate how with invulnerability there is a 10% modifier chance for a 5th bonus. This really ticks me off, what this really needed? You couldn't just give us 5. I've probably burned 20+ invulnerability trying to get all 75s. Really ticks me off the way that was implemented!
Refinements could do with a major overhaul.
I like all of them except #4Seriously. The lamest thing is that the system DOES have a cool function. 5 steps make the system usable, and still maintain the "not done in a day" issue which was given as the reason for it being absurdly complicated.
Simplifies and cleans up the system by like 95%, keeps it in consistent demand, and makes it usable for everyone. You wouldn't even need to adjust drop rates or sources.
- Keep the 5 levels, but remove the specific armor types (so stupid) and the secondary conversion items (Malleable alloy, etc) and the different types for dci and resist. That strips the items down to only 3, one for each crafting skill (Blacksmith, Tailor, Carpenter). Instead of a unique item for DCI or Resist, just have a gump to select which bonus you want to apply. If that idea doesn't appeal you can keep both art assets, and have a total of 6 items.
- MAKE THEM STACK. That leaves the grand total for the system at 15-30 STACKABLE items. Compare that to the current 200+ UNSTACKABLE items in the system. Just... horrible.
- Make the bonus static. Defense is 1%, Protection is 2%, Hardening is 3%, Fort is 4% Invuln is 5%. None of that stupid chance nonsense that just forces a needless rng roll on you to potentially spoil your work.
- Have them wear off like dragon Barding. This keeps demand up for the items, not relegating it to one and done status as a system.
- Still require crafting to apply the base item to armor pieces, but also allow crafters the ability to make deeds to apply them that anyone can use, again like dragon barding. Allowing people to stock up and alter/replace their bonuses as they choose, while giving crafters another useful thing to sell.
I figured most people wouldn't like that part, but its really not a big deal. The whole point of it of course is to satisfy the justification given by the devs for why its so complicated, because they wanted the system to last in terms of giving people something to do. Require it be reapplied, even infrequently would be a better compromise IMO.I like all of them except #4
This is the most confounding part about refinements, above all else. So after all the planning and crafting and expensive ingredients and tools to fine tune an item in accordance to a specific plan, a player is to give that carefully crafted piece over to the RNG machine?Make the bonus static. Defense is 1%, Protection is 2%, Hardening is 3%, Fort is 4% Invuln is 5%. None of that stupid chance nonsense that just forces a needless rng roll on you to potentially spoil your work.
I'm always in favor of things wearing out, so long as the availability justifies the cost.I figured most people wouldn't like that part, but its really not a big deal. The whole point of it of course is to satisfy the justification given by the devs for why its so complicated, because they wanted the system to last in terms of giving people something to do. Require it be reapplied, even infrequently would be a better compromise IMO.
Ideally I would remove it too, but ideally I would also have exceptionally higher item loss levels, and different itemization altogether.
Just another example of needless over complication in order to stretch out limited content.This is the most confounding part about refinements, above all else. So after all the planning and crafting and expensive ingredients and tools to fine tune an item in accordance to a specific plan, a player is to give that carefully crafted piece over to the RNG machine?
The crafting process should provide randomness near the beginning, but exactness and precision at its end.