Been playing Heroes Charge for the past few days. It's one of those f2p mobile games where u collect heroes, upgrade them, then send ur customised team to pvp against other in the arena for leaderboard rankings.
iOS Android
What I like about it:
1) Heroes and skills resembles those from DoTA. So there's some sense of familiarity as to what you are getting from each hero, without referring to guides.
2) Lots of free stuff and you get rewarded for doing stuff. Everyday you can open some treasure box 5 times, and doing so gives u some exp. Every 2 days, you can open a better box for free to get heroes and some other cool stuff. Daily quests gives you exp for simply playing the game
3) Heroes feel attainable with sufficient grinding. Most heroes have a particular quest which you can grind for their souls. When sufficient souls are collected, the heroes can be summoned to join your team. Assuming a 33% drop rate for heroes, on average you can get 1 soul per hero quest (3 attempts each day). There are other good sources of attaining heroes as well.
For perspective, the game gives you 5, I have 12 now, and I've only played for less than a week.
4) Auto combat and raids. When you can clear a quest with 3 stars, you gain the option of auto combat and raid for that quest. Raiding simply means you clear the quest immediately, and they give you the item looted for that run, as well as the exp you can get if you were to fight the mobs yourself. Auto combat is used if you wished to level certain characters. Both are time-savers imho.
5) Good timings. The game resets at 5am daily, so there's plenty to do during my morning commute. At 12 pm, you get your first dose of free stamina, which gives you something to do during lunch. Then the next dose comes at 6pm, for the commute home. And the final dose at 9pm, for after dinner. I think it's a very beautiful system to entice players to keep playing at regular practical intervals throughout the day.
What can be better:
1) Assuming all heroes are balanced, players should be given a choice to choose their starting hero from the pool of heroes. Or at least have a choice to pick a tank, a dps and a support.
2) Players should also be allowed to gear their heroes as they please, within some restrictions. If I want a tanky party I should be allowed to do it.
3) Players should be allowed to rearrange their hero formation as they please, to add further diversification in strategy.
4) More diversity in skill effects. Probably a little harder to balance, but right now almost every character has a stun, a dps skill, and a support-ish skill. Slightly bland for now.
5) Right now everyone attacks at almost the same speed. Or at least I can't tell the difference. Let agility boost attack speed, so that at least agility heroes make sense in this game. Also adds to more complexity in the game, i.e stack nukers or stack agi carries?
Not quite sure how to fix this, but it's essentially a P2W game. Players who can cash will have more stamina, which translates to higher team levels and therefore higher max hero levels. And levels are everything in a PVP game. So that's that.
Personally, I just enjoy the collection of heroes for now, knowing that the arena is way out of my league. Just clear 3 for my daily quest.
Showing posts with label suggestion. Show all posts
Showing posts with label suggestion. Show all posts
Monday, October 20, 2014
Monday, October 13, 2014
Nimble Quest - How to make it better
Nimble Quest is a cute little mobile game that is similar to the snake game in old Nokia phones, with a slight RPG twist. You start with your hero (head of the snake), and you walk around the map to collect other heroes to extend your conga line. Each hero has his/her own attack move that will shoot/slash at nearby monsters when in range. Monsters move about freely in the map, and they have their own attacks as well.
Can learn more about it here: iOS Android
At it's current iteration, the game is a little simple, and there's nothing much to do after you max out every single character in the game. Which isn't a hard thing to do. I find the gameplay and idea solid, and it's a pity to leave this game at its current state.
My suggestions to improve the game with more content :
1) Change the leveling/character system.
Right now, each hero has only 3 levels. Change it such that heroes can level almost infinitely, but only via kill exp. Let each hero have a character sheet where you can view the stats of the hero, like damage, hp and armor. Upon leveling, players can pump x points of stats into damage/hp/armor/ and maybe pump 1 skill point to improve the heroes' attack move. Throw in a skill tree while we're at it.
2) More interesting attack moves, improved by skill points.
The attack moves right now are not very varied amongst the heroes
Possible alternatives include:
- Chain lightning (more skill points more chained targets)
- Split shot (more skill points more targets)
- Piercing shot (more skill points more pierce)
- Homing shots (more skill points better homing)
- DoT attacks
- Thunderstorm attack (no projectile, more points more targets)
3) Auras
Heroes can have auras that buffs/debuffs nearby heroes/monsters, like more attack speed for party members adjacent to the hero, or slows the movement speed of monsters within x radius.
4) Passives
Heroes can have leader and member passives. Leader passives trigger when they are selected as the head of the snake, while member passives trigger only when they are party members. Maybe unlock them as the keystone skill in the skill tree.
5) Boss Fights
Nuff said
6) Items
Let each hero wear some item to improve their stats. Legendary items can introduce new attacks, or simply like a +1 to all skills.
7) More mechanics
Monster/Hero effects on kill, on death, on hit etc, like monster leaves a cloud of poison on death, heroes that passes through this cloud take damage.
8) More heroes.
Nuff said x2.
---
But of course, these are just some ideas of mine. For hypothetical discussion's sake.
Can learn more about it here: iOS Android
At it's current iteration, the game is a little simple, and there's nothing much to do after you max out every single character in the game. Which isn't a hard thing to do. I find the gameplay and idea solid, and it's a pity to leave this game at its current state.
My suggestions to improve the game with more content :
1) Change the leveling/character system.
Right now, each hero has only 3 levels. Change it such that heroes can level almost infinitely, but only via kill exp. Let each hero have a character sheet where you can view the stats of the hero, like damage, hp and armor. Upon leveling, players can pump x points of stats into damage/hp/armor/ and maybe pump 1 skill point to improve the heroes' attack move. Throw in a skill tree while we're at it.
2) More interesting attack moves, improved by skill points.
The attack moves right now are not very varied amongst the heroes
Possible alternatives include:
- Chain lightning (more skill points more chained targets)
- Split shot (more skill points more targets)
- Piercing shot (more skill points more pierce)
- Homing shots (more skill points better homing)
- DoT attacks
- Thunderstorm attack (no projectile, more points more targets)
3) Auras
Heroes can have auras that buffs/debuffs nearby heroes/monsters, like more attack speed for party members adjacent to the hero, or slows the movement speed of monsters within x radius.
4) Passives
Heroes can have leader and member passives. Leader passives trigger when they are selected as the head of the snake, while member passives trigger only when they are party members. Maybe unlock them as the keystone skill in the skill tree.
5) Boss Fights
Nuff said
6) Items
Let each hero wear some item to improve their stats. Legendary items can introduce new attacks, or simply like a +1 to all skills.
7) More mechanics
Monster/Hero effects on kill, on death, on hit etc, like monster leaves a cloud of poison on death, heroes that passes through this cloud take damage.
8) More heroes.
Nuff said x2.
---
But of course, these are just some ideas of mine. For hypothetical discussion's sake.
Friday, October 03, 2014
Diablo 3 - Some Suggestions
Didn't play much last night as I was pretty sleepy. Still continued with the physical build, but used Pain Enhancer this time. Probably should get more Fetish Army affix compared to dog affix on my gear.
Anyway, here's some suggestions to make Diablo 3 a more enjoyable game:
1. Auto pickup of materials and gems.
Not quite sure why they haven't implemented this. Complete no-brainer and a massive quality of life improvement for players. Should also include a toggle for players to decide what not to loot (i.e potions), or simply make it automatic that if the player has a legendary potion then the auto-loot for health potions is turned off. Simple fix in my opinion.
2. Make pickup radius a useful stat.
Simply make pickup radius extend the the AOE of any effect, say 25% of PUR is added to the range of any effect. So a single target skill will have some AOE now, a skill with AOE will have a wider AOE now. I think it is a good change, as it opens up a lot of possible builds, and makes several skills suddenly viable, i.e Carnevil WD. Imagine the darts you shoot are all AOE now. This also makes everyone gear up differently.
3. Allow enchanting of one primary and one secondary.
Right now some pieces of gear are somewhat not optimal, because the secondary is a resist affix and therefore you can't roll for all resist for the primary. And most people roll for primary affixes as they are stronger, and completely leave the secondary to fate. Allowing rolling of one secondary will fix this inefficiency in gear.
4. Allow reset of enchanting.
Simply put, some people screw up, and patches change the way we evaluate items now. This will help correct for mistakes as well as the introduction of new patches, without making the player hunt for the item again. Just make the cost the existing cost of enchanting right now. Doesn't need to be punishing. Might be hard to implement if Blizz does not store the pre-enchanted state.
5. Hellfire keys drop rate.
Just make the drop rate equal to the organ drop rate (i.e 100% for T6). Not sure why they didn't implement this. In fact i'd rather they implement this than the organ drop rate. At least I can consistently make machines to hunt for the organ I miss. Now I just have unequal stacks of different keys and hope RNGesus gives me the right key.
6. Make thorns a % instead of flat damage
Like area damage, make the thorns affix proc X% weapon damage. This scales well and is easy to understand compared to the existing thorns implementation. It is also easier to assess if 200% thorns dmg is worth gearing for, compared with 80,000 thorns damage (which is also affected by 25% of your mainstat, omg).
7. Change all proc mechanics to be like Life on Hit
Just have the same proc chance per cast when the skill lands on anything. Makes both AOE and single target viable, and players do not need to worry about proc coefficient whatsoever. Opens up more skill choices.
8. Gem exchange.
Allow players to trade any 3 gems for 1 gem of any colour they wish. Or let players break gems into gem splinters (1 splinter for Marquise, 3 for Imperials, so on), then use splinters to make gems (3 splinters for Marquise, 9 for imperials, so on). Might be a cleaner solution, but slightly more tedious.
9. Materials Vendor.
Right now gold is somewhat overflowing due to Boon of the hoarder. Even enchanting can't quite keep up the rate that the gold is falling (if using a Pet WD). Create a materials vendor that sells crafting materials and gems. Like enchanting, the price of each unit is increasing, albeit at a slower pace than enchanting.
If we start at the cost of 1 per unit, increasing by 1 each, the first 1000 materials will cost ~500k. The first 10,000 materials will cost ~50m, and the first 100,000 will cost ~5b. Not quite sure if players will get there, but this scaling seems reasonable.
Hopefully this gets players excited about crafting and enchanting. It's always a downer to run out of materials.
10. Ramaladni's Gift on all equipment
I forsee that this will happen in the future. Currently makes no sense to shift the burden of a socket from weapons to all jewelry. So now instead of 1 item that is deemed useless without a socket, we have 3. Let players have their trifecta rings and ammys, and also give them a socket. Players want to feel powerful, not gimped.
Here ends the current iteration of suggestions. Will post more if I have more ideas.
Anyway, here's some suggestions to make Diablo 3 a more enjoyable game:
1. Auto pickup of materials and gems.
Not quite sure why they haven't implemented this. Complete no-brainer and a massive quality of life improvement for players. Should also include a toggle for players to decide what not to loot (i.e potions), or simply make it automatic that if the player has a legendary potion then the auto-loot for health potions is turned off. Simple fix in my opinion.
2. Make pickup radius a useful stat.
Simply make pickup radius extend the the AOE of any effect, say 25% of PUR is added to the range of any effect. So a single target skill will have some AOE now, a skill with AOE will have a wider AOE now. I think it is a good change, as it opens up a lot of possible builds, and makes several skills suddenly viable, i.e Carnevil WD. Imagine the darts you shoot are all AOE now. This also makes everyone gear up differently.
3. Allow enchanting of one primary and one secondary.
Right now some pieces of gear are somewhat not optimal, because the secondary is a resist affix and therefore you can't roll for all resist for the primary. And most people roll for primary affixes as they are stronger, and completely leave the secondary to fate. Allowing rolling of one secondary will fix this inefficiency in gear.
4. Allow reset of enchanting.
Simply put, some people screw up, and patches change the way we evaluate items now. This will help correct for mistakes as well as the introduction of new patches, without making the player hunt for the item again. Just make the cost the existing cost of enchanting right now. Doesn't need to be punishing. Might be hard to implement if Blizz does not store the pre-enchanted state.
5. Hellfire keys drop rate.
Just make the drop rate equal to the organ drop rate (i.e 100% for T6). Not sure why they didn't implement this. In fact i'd rather they implement this than the organ drop rate. At least I can consistently make machines to hunt for the organ I miss. Now I just have unequal stacks of different keys and hope RNGesus gives me the right key.
6. Make thorns a % instead of flat damage
Like area damage, make the thorns affix proc X% weapon damage. This scales well and is easy to understand compared to the existing thorns implementation. It is also easier to assess if 200% thorns dmg is worth gearing for, compared with 80,000 thorns damage (which is also affected by 25% of your mainstat, omg).
7. Change all proc mechanics to be like Life on Hit
Just have the same proc chance per cast when the skill lands on anything. Makes both AOE and single target viable, and players do not need to worry about proc coefficient whatsoever. Opens up more skill choices.
8. Gem exchange.
Allow players to trade any 3 gems for 1 gem of any colour they wish. Or let players break gems into gem splinters (1 splinter for Marquise, 3 for Imperials, so on), then use splinters to make gems (3 splinters for Marquise, 9 for imperials, so on). Might be a cleaner solution, but slightly more tedious.
9. Materials Vendor.
Right now gold is somewhat overflowing due to Boon of the hoarder. Even enchanting can't quite keep up the rate that the gold is falling (if using a Pet WD). Create a materials vendor that sells crafting materials and gems. Like enchanting, the price of each unit is increasing, albeit at a slower pace than enchanting.
If we start at the cost of 1 per unit, increasing by 1 each, the first 1000 materials will cost ~500k. The first 10,000 materials will cost ~50m, and the first 100,000 will cost ~5b. Not quite sure if players will get there, but this scaling seems reasonable.
Hopefully this gets players excited about crafting and enchanting. It's always a downer to run out of materials.
10. Ramaladni's Gift on all equipment
I forsee that this will happen in the future. Currently makes no sense to shift the burden of a socket from weapons to all jewelry. So now instead of 1 item that is deemed useless without a socket, we have 3. Let players have their trifecta rings and ammys, and also give them a socket. Players want to feel powerful, not gimped.
Here ends the current iteration of suggestions. Will post more if I have more ideas.
Tuesday, September 23, 2014
Global Quests
Today I shall talk about something called "Global Quests". It's a mish-mash of ideas based off my experience in gaming.
I think every MMO should have something called Global Quests, where the current server population is given a quest like "Collect 100X flowers " where X is the number of people online at the current moment.
Some qualities of a Global Quest
- Only one is active at a time
- Randomly chosen from a giant pool of quests so players cannot game the system
- Quests should be tied in the stuff that players do regularly like "Do X dungeons", "Do X Henry
Quests (Forsaken World)" "Win X PVP matches (Neverwinter)" for example.
- Quest objective is proportional to the current server population size
- It is completely optional to do, but,
- It has a server wide buff that should be worth doing (like 2x EXP for 1 hour, 10% more dmg for 1 hour etc), regardless of participation
- A new one begins once the current quest is completed, thus encouraging players to keep completing them to maintain several beneficial buffs.
- It has a leaderboard to show who's achieved the most for this Global Quest, and top ranked players will be rewarded (preferably with non-power items, or powerful consumables?)
- Players who participate and fulfill y% of the quest requirements will qualify for some form of reward (maybe a cache of random stuff, like in Neverwinter)
- Players who participate will receive Karma/Fame/Reputation/Influence/Community points (probably proportional to the % of quest requirements this player has achieved) . These points indicate how helpful a player is to the community. High points = player participates frequently and intensely in GQs, which benefit the community. Low points = you are either new, or a leech. Guilds can easily make good recruitment decisions based on this attribute, and judge player activity.
- Players may need to attain certain level of points to acquire cool stuff. Like need Z points to buy a cool unique mount, fashion, dye, consumable. Non-power stuff.
Why Global Quests?
- Bands the server together to achieve a common goal (like Uber Diablo in Diablo 2).
- Top players can compete for Karma points, rewards and bragging rights.
- New players/Alternates can leech on beneficial buffs that help them level up quicker.
- Gives players a reason to re-play certain content.
- Can design GQ to be a item/gold sink as well (Craft X items)
- Can design GQ such that lowbies have an edge for certain GQs, like donate X mats from a lowbie area. Lowbies will have a ready stockpile of lowbie mats ready for donating.
- Players generally like big buffs. 2x EXP, 2x gold, 2x drop rate. And rewards
- Keeps players playing to receive the buffs
- Leechers and helpful players can be better identified and recognised by the community.
Neverwinter has similar small events that occur in each zone, but they are additional quests on top of what needs to be done, which I think adds to the tedium of the game. And judging by the rewards and the rate of participation, people generally do not bother these events.
But let's say if I log in, and I only have time for either PVP, dungeon, or daily quests. If there is a global quest that says complete X dungeons, it may jolly well steer me towards dungeons for today, for a shot at the participation reward. Because the reward is random, it may turn out to be some good stuff. If I find a good party, then I might run dungeons all night to get onto the leaderboard for this GQ to win some cool stuff.
If I log in and have no idea what to do today because I'm completely maxxed and awesome, then GQ can nudge me one direction and maybe I will choose to be nice today and top the leaderboards and get some bragging rights. Like maybe the game system will announce "Thank you Chang for doing 50% of the work to trigger this 2x EXP for the whole server". How awesome is that for a maxed player?
Just some ideas. Anyone knows if there's any MMO that has a system like this?
I think every MMO should have something called Global Quests, where the current server population is given a quest like "Collect 100X flowers " where X is the number of people online at the current moment.
Some qualities of a Global Quest
- Only one is active at a time
- Randomly chosen from a giant pool of quests so players cannot game the system
- Quests should be tied in the stuff that players do regularly like "Do X dungeons", "Do X Henry
Quests (Forsaken World)" "Win X PVP matches (Neverwinter)" for example.
- Quest objective is proportional to the current server population size
- It is completely optional to do, but,
- It has a server wide buff that should be worth doing (like 2x EXP for 1 hour, 10% more dmg for 1 hour etc), regardless of participation
- A new one begins once the current quest is completed, thus encouraging players to keep completing them to maintain several beneficial buffs.
- It has a leaderboard to show who's achieved the most for this Global Quest, and top ranked players will be rewarded (preferably with non-power items, or powerful consumables?)
- Players who participate and fulfill y% of the quest requirements will qualify for some form of reward (maybe a cache of random stuff, like in Neverwinter)
- Players who participate will receive Karma/Fame/Reputation/Influence/Community points (probably proportional to the % of quest requirements this player has achieved) . These points indicate how helpful a player is to the community. High points = player participates frequently and intensely in GQs, which benefit the community. Low points = you are either new, or a leech. Guilds can easily make good recruitment decisions based on this attribute, and judge player activity.
- Players may need to attain certain level of points to acquire cool stuff. Like need Z points to buy a cool unique mount, fashion, dye, consumable. Non-power stuff.
Why Global Quests?
- Bands the server together to achieve a common goal (like Uber Diablo in Diablo 2).
- Top players can compete for Karma points, rewards and bragging rights.
- New players/Alternates can leech on beneficial buffs that help them level up quicker.
- Gives players a reason to re-play certain content.
- Can design GQ to be a item/gold sink as well (Craft X items)
- Can design GQ such that lowbies have an edge for certain GQs, like donate X mats from a lowbie area. Lowbies will have a ready stockpile of lowbie mats ready for donating.
- Players generally like big buffs. 2x EXP, 2x gold, 2x drop rate. And rewards
- Keeps players playing to receive the buffs
- Leechers and helpful players can be better identified and recognised by the community.
Neverwinter has similar small events that occur in each zone, but they are additional quests on top of what needs to be done, which I think adds to the tedium of the game. And judging by the rewards and the rate of participation, people generally do not bother these events.
But let's say if I log in, and I only have time for either PVP, dungeon, or daily quests. If there is a global quest that says complete X dungeons, it may jolly well steer me towards dungeons for today, for a shot at the participation reward. Because the reward is random, it may turn out to be some good stuff. If I find a good party, then I might run dungeons all night to get onto the leaderboard for this GQ to win some cool stuff.
If I log in and have no idea what to do today because I'm completely maxxed and awesome, then GQ can nudge me one direction and maybe I will choose to be nice today and top the leaderboards and get some bragging rights. Like maybe the game system will announce "Thank you Chang for doing 50% of the work to trigger this 2x EXP for the whole server". How awesome is that for a maxed player?
Just some ideas. Anyone knows if there's any MMO that has a system like this?
Friday, September 19, 2014
Diablo 3 - How to fix the pet Witch Doctor
Main Issue
Pets are the main source of damage and defense for the pet WD build. For most cases, they are the only source of damage and defense.
When pets die, there are a few scenarios:
a) the pet skills are available, and the WD resummons them immediately
b) the pet skills are on cooldown, and the WD has to dodge until one of the pet skills are ready. Tendency is that the WD dies anyway.
The problem now is that the pets die too quickly, that even when resummoned they die immediately, putting the WD into situation b most of the time. This is not aided by the fact that pet skills have very long cooldowns.
This is especially painful in higher Grifts.
Currently, pets die very easily to the following abilities:
- Charge attacks (Anarch, charging Beasts, Corrupted Angels)
- DOT effects (Anarch fire trail, Herald of Pestilence, Barbed Lurkers)
- Environment effects (blood pools in Blood Marsh A5, exploding plant in A2)
- Slam attacks (Mallet Lords, Punisher jumps, Hammer guys in A2)
- Elite affixes (Arcane Sentry, Electrified, Fire chains, Molten trails)
Generally, any ability that will tick for a decent amount of damage for a long time will kill the pet outright in a few seconds. A strong power move like the mallet lords slam can be mitigated by the force armor, but sometimes it's just too strong (especially in higher Grifts), and the pets get 1-shotted.
But strangely, they can survive molten explosions, frozen explosions, and similar stuff that kills most players.
Solutions to Improve Pet Survivability
There's a few ways to go about doing this:
1) Make pets toughness scale with the difficulty/monster's HP
This was seen in the PTR, and generally made the pets immortal. It was definitely fun to play immortal pets, and the WD only needs to worry about his own survivability. But other players will QQ and complain that the WD is OP, similar to the DH right now.
2) Make pets gain the defensive bonuses from the player's gears, like regeneration, LOH, immunity amulets, serpent, unity, blackthornes, etc.
This will probably lead to more interesting gear choices, if they directly affect the pets, and doesn't feel as OP as #1.
3) Tweak the numbers for the enforcer gem.
25% seems too low for now, and does not seem to help much. 75% would probably be a much better number.
4) Redesign the Zuni set bonus
Currently the SMK and Zuni set bonus serve almost similar function: to allow permanent Fetish Army. SMK requires a little more to work maintain the army, while Zuni requires the player to wear 4 parts of the gear.
Instead, redesign the Zuni set bonus to be:
Your pets are now invulnerable.
Note the slight difference here. This means the Fetish Army will still expire after 20 seconds, just that they are invulnerable for the duration they are out. Similarly for the sycophants and Wrathful Protector. At least now you get full mileage out of your pets when they are out.
This will have implications for the other builds that uses the Zuni sets though, like the Darts build.
5) Reduce the cooldowns of pet skills
Just have no idea why they are so long. They could simply half the cooldowns, and if the pets die then just resummon. This reduces the time spent without pets, and make the gameplay better for the WD.
6) Redesign the pet skills similar to the DH's
This way, pets will auto revive after a certain time, they have an active ability, and Zuni's bonus could simply make the active bonus permanent for Fetish Army (or something else). Thus far, I have yet to hear DH complain about their pet's survivability. And the DH's pets do tank very well due to their design and active abilities (boar and spider in particular). But this is going to be a major redesign, so I highly doubt it will happen.
-----
After it's all said and done, I will probably try running super tanky build with
- Jungle Fortitude
- Bad Medicine
- String of Ears
- Uhkapian Serpent
and see how far i can go.
Thursday, September 18, 2014
Diablo 3 - Improve gem crafting speed
Problem
Currently, it takes about 3 seconds to craft anything, from the point you click, to the point the crafted item appears in your bag. For gear, this is bearable, as I usually dont craft gear because they are not as good as those that drop in the game. And when I do craft gear, I do it piece by piece, as stop when I get good rolls. This is to prevent over crafting, and saves me some souls.
For gems, my main purpose of crafting them is to get the max level Flawless Royals for socketing gear, or to get Flawless Imperials for re-rolling items. To get Flawless Royals, one needs 81 Marquises, turn them into 27 Imperials (27 crafts), turn them into 9 Flawless Imperials (9 crafts), turn them into 3 Royals (3 crafts), turn them into 1 Flawless Royal (1 craft). This amounts to 40 crafts, or ~2 minutes of standing around for 1 gem. Most characters would need 5 gems, so that's ~10 minutes of waiting. This is unfun, but still okay, as you would only need to bear with it once for each character.
For re-rolling items, you need Flawless Imperials, and you can only get them by crafting. Re-rolling items is a game of chance, therefore you need many attempts. Obviously, it would be very painful to craft 1 gem, walk to Myriam, enchant and fail, return to Shen, craft another gem, repeat X times until you get the desired rolls. The less painful way would be to craft a batch of gems before going to Myriam. I usually craft a batch of 10 Flawless Imperials first. This requires 90 Marquises, turning them into 30 Imperials (30 crafts) and 10 Flawless Imperials (10 crafts). This is another 40 crafts, another 2 minutes of waiting for 10 attempts at a slot machine. I have played this slot machine for thousands of times, imagine how much time was spent standing around and waiting for the crafts to finish.
Suggestion
Make crafting faster by doing the following:
1) Reduce the crafting time
Make it 1 second, or even instantaneous. There's no need to worry about players accidentally crafting something they didn't want to. Players shouldn't need to be babysit like this. They will learn to craft properly.
2) Enable crafting by batch
Currently you craft gear/gems 1 by 1. You can choose to craft 10 at a go but the items come out 1 by 1. For gems at least, if I craft 10 at a go, then the gems should come out as a batch of 10 and take as long as if I craft only 1.
3) For gems, enable direct crafting of higher tier gems.
Currently, you need to do some math in your head to determine how many gems you need before you can craft your higher tier gems. For example, if i have 81 Marquises, the game will only tell me that I can craft 27 Imperials, where the truth is I can also craft 9 Flawless Imperials, 3 Royals, and 1 Flawless Royal. But the game makes me go through the different tiers.
It would be good if the game tells me that I have the option to craft 27 Imperials, 9 Flawless Imps, 3 Royals and 1 Flawless Royal, with my 81 Marquise. If I need the Flawless Royal, i will only need 1 craft attempt, and the game will deduct 81 Marquise from my stash. If I need the Flawless Imperials, I will only need 9 attempts (based on the current model), or if #2 was implemented, then 1 attempt as well.
Currently, it takes about 3 seconds to craft anything, from the point you click, to the point the crafted item appears in your bag. For gear, this is bearable, as I usually dont craft gear because they are not as good as those that drop in the game. And when I do craft gear, I do it piece by piece, as stop when I get good rolls. This is to prevent over crafting, and saves me some souls.
For gems, my main purpose of crafting them is to get the max level Flawless Royals for socketing gear, or to get Flawless Imperials for re-rolling items. To get Flawless Royals, one needs 81 Marquises, turn them into 27 Imperials (27 crafts), turn them into 9 Flawless Imperials (9 crafts), turn them into 3 Royals (3 crafts), turn them into 1 Flawless Royal (1 craft). This amounts to 40 crafts, or ~2 minutes of standing around for 1 gem. Most characters would need 5 gems, so that's ~10 minutes of waiting. This is unfun, but still okay, as you would only need to bear with it once for each character.
For re-rolling items, you need Flawless Imperials, and you can only get them by crafting. Re-rolling items is a game of chance, therefore you need many attempts. Obviously, it would be very painful to craft 1 gem, walk to Myriam, enchant and fail, return to Shen, craft another gem, repeat X times until you get the desired rolls. The less painful way would be to craft a batch of gems before going to Myriam. I usually craft a batch of 10 Flawless Imperials first. This requires 90 Marquises, turning them into 30 Imperials (30 crafts) and 10 Flawless Imperials (10 crafts). This is another 40 crafts, another 2 minutes of waiting for 10 attempts at a slot machine. I have played this slot machine for thousands of times, imagine how much time was spent standing around and waiting for the crafts to finish.
Suggestion
Make crafting faster by doing the following:
1) Reduce the crafting time
Make it 1 second, or even instantaneous. There's no need to worry about players accidentally crafting something they didn't want to. Players shouldn't need to be babysit like this. They will learn to craft properly.
2) Enable crafting by batch
Currently you craft gear/gems 1 by 1. You can choose to craft 10 at a go but the items come out 1 by 1. For gems at least, if I craft 10 at a go, then the gems should come out as a batch of 10 and take as long as if I craft only 1.
3) For gems, enable direct crafting of higher tier gems.
Currently, you need to do some math in your head to determine how many gems you need before you can craft your higher tier gems. For example, if i have 81 Marquises, the game will only tell me that I can craft 27 Imperials, where the truth is I can also craft 9 Flawless Imperials, 3 Royals, and 1 Flawless Royal. But the game makes me go through the different tiers.
It would be good if the game tells me that I have the option to craft 27 Imperials, 9 Flawless Imps, 3 Royals and 1 Flawless Royal, with my 81 Marquise. If I need the Flawless Royal, i will only need 1 craft attempt, and the game will deduct 81 Marquise from my stash. If I need the Flawless Imperials, I will only need 9 attempts (based on the current model), or if #2 was implemented, then 1 attempt as well.
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