The current crafting system features a white-knuckle battle between durability and progress/quality. Except that you can get away with standarding away on auto-pilot. I suggest improving the current system by making exp gain from a synth depend MUCH more heavily on quality. Furthermore, allow for exp chains as long as you gain 100+ quality on a synth your level or higher. Or alternatively, a chain bonus for making multiple HQ in a row, but probably a bigger bonus since it would be more random.
Current System
exp_gain = (250 + 50 * level_difference) * (1.0 + 0.001 * quality_gain)
Crafting EXP formula link.
Proposed Change
* Cut the base exp of 250, maybe down to 100 or so.
* Increase the quality factor by a factor of as high as 10.
* Allow exp chains for consecutive high quality synths.
These changes would make players at least play the mini-game we have to get best exp while synthing.
Crafting Guild Leves
Guild leves would be more interesting if there were some in-game reinforcement for the efforts. Something like increased NPC effectiveness in hamlet defense battles as a direct result of the armor and weapons crafted for them through leves. Or some kind of crafting reputation and reward for aiding the Ala Mhigoan refuges. As it is, Blackbrush may need an endless supply of boots and food, but there is no in-game reflection of that supply being met or not.


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