Vexoi Posted February 9, 2022 Posted February 9, 2022 This is more of a general idea than a specific one. When leveling and changing weapons and armor, refining gets very expensive since you change gear frequently. It would be nice to have a way of using a refined item to refine another. Maybe a couple refinement levels could be lost, maybe it could cost more zulie than just refining, maybe you could only transfer refinements between items of the same type (weapon, shoes, back items, etc.) or of the same item grade, for example. It could be an extra option at the NPC that allows refinement, it could be a skill like dissassembly too, I dunno! I'd like to know what alternatives there could be to this or if you guys have any idea what other conditions or limitations there could be. Another point to consider is that this could just be a very bad idea because it would remove the economy aspect and rotation of items, meaning that, instead of buying and selling things you need and no longer need, you'd just consume what you no longer need for your new items. 2
Uliche Posted December 8, 2022 Posted December 8, 2022 I think its a great idea. as long as the rank of the gear stays respected as you mentioned with item grade.. you can't get a lvl 10 mallet and refine it to max and transfer to a lvl 40 and up weapons'. the weapon tier being transfer should be consumed and if it fails to transfer- you loose mats, money that were required to make the transfer. those mats by the way would be dropped by random mobs in the world. another thing to add to refinement could be like having two of the same weapon and having a higher chance to upgrade to the next refine.
Zeror Posted December 12, 2022 Posted December 12, 2022 Maybe disassembly needs to be improved so you can use old or bad gear a bit better to get materials to refine your gear. 1
Bobbity Posted December 12, 2022 Posted December 12, 2022 (edited) This sounds like a form of crafting that we should accommodate differently and more carefully. We're used to the process of 'insert items, press button, collect new item'. In the case of transferring substats or elemental affinities, it's just as quick. There's no waiting / manufacturing time, and time's a variable that we've deprecated in crafting - for obvious reasons; no-one expects an artisan to wait five hours real-time for armour to be reinforced, after all. Yet time is a useful variable to manipulate. Magic users tend to do burst damage or burst heal, that's their thing. We should consider slowing a few things down for dealers. I've suggested the use of a Forge or manufactory of some sort before. (It doesn't have to look like Monster Hunter but that'd be a great bonus.) Maybe we could have artisan goals be to buy property, set up a workshop with workbenches and specialized tools for doing things like transfer refining levels, repairing things properly, modifying substats and so on. Crafting that takes time would inevitably be better than juryrigged field crafting but also more costly. There's a lot that could be done there. Newbie crafters could also gain bonus exp from apprenticing in such a place. On 2/9/2022 at 11:13 PM, Vexoi said: Another point to consider is that this could just be a very bad idea because it would remove the economy aspect and rotation of items, meaning that, instead of buying and selling things you need and no longer need, you'd just consume what you no longer need for your new items. If the ability to transfer refining levels was common then such an economic impact could result. If uncommon or even rare we'd see interesting effects on the economy, perhaps even economic warfare. <snippety-snap for clarity> Thoughts? Edited December 12, 2022 by Bobbity Basic formatting/clarity 1
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