![]() We always intended on having the system build into a lengthy, but worth while process of getting the best possible gear in the game. The current enchanting system was, let's just say, our "phase one". This is why I wanted to do this AMA, I know a lot of people were concerned about enchanting. I like the direction you’ve taken the enchantment system so far, and I hope you can improve on it further! I really love this server and hope it remains captivating and a fun experience for all who play on it. I recommend adding a feature to apply multiple ashes at the same time for more chance reduction, as well as a way to combine inferior books to get higher level enchants (maybe at the cost of adding their destruction chances together). In order to reduce a 40% chance book you need to apply 20 ashes and spend 40 levels, which usually results in several anvils breaking and having to be replaced.Īll in all, I’m fine with how expensive it is to get good enchants, as it should be hard to get good gear on this server, but holy guacamole, it should definitely take less time and redundancy to do. The process of actually applying these books is also equally tedious: you have to apply them one at a time in the anvil for 2 levels every time, and it only takes 2% off the destruction chance. Take a ton of junk books in your inventory to the library,īring them individually to the Phoenix and wait for the ~5 sec animation of it burning the book each and every time,Īnd repeat for every book in your massive expanse of junk books you have collected. The problem is that in order to do this, a very long process is required. If you do get the book you want, it usually has a destruction chance that is too high for your risk tolerance, and you’ll have to use ashes of enchantment to bring it down. Usually in order to get the book you want, you’ll have to spend hundreds/thousands of rubies and stacks of books on average. If you get any books that are below the highest level, they are essentially useless as you cannot combine like books in an anvil to increase their level. As it is now, the enchantment process is very tedious.įor example, the usual enchantment grind consists of getting a ton of xp, and enchanting many books until you get the book you are looking for. ![]() So I was wondering if the enchantment system was going to get some improvements/optimizations. Sure, we could offer everything easily to all players, but the server wouldn't survive longer than a month. It's just the reality of the situation, I suppose. Crates have to have content that actually appeal to people in order for them to consider buying them. The sad truth is that in order for us to keep this server alive, we have to be able to pay the bills. A lot of people are upset because the server is appearing to be pay to win. This is something we've sort of been dealing with behind the scenes. just to really clear the air on things like capture nets being easier to obtain through buying crates. but it also makes it harder for normal players.Īll in all, our goal is to make the game feel balanced and long. As far as the drop rate goes, it's a double edged sword because on one hand, it makes it harder for x-ray players to get them. Outside of that, we'll have spawner fragments as loot from quests, adventure worlds, and things like that. ![]() We're adding a unique mini-feature of caves that involves moss that should hopefully slow them down a little bit. That said, x-ray is definitely a big problem right now. Once you have an XP farm, enchanting becomes a lot easier (especially with the changes we're implementing soon). If they were easy to get, it would sort of make the game too short. Having a capture net should be just as important as having a saddle, or something rare like that. We didn't want people to flood their chest with them and just waste them. ![]() It's a pretty powerful thing to be able to capture a mob and move it. Capture nets were never intended to be readily available.
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