How should the potions be made? (see first post for explanations)
Craft involving less popular life skills
5 (35.71%)
Custom ingredients from various sources
10 (71.43%)
Time gated ingredients
3 (21.43%)
Multiple voting is allowed. 14 users have voted so far. Total votes: 18.
Posted at 12-21-17, 01:51 pm Link | #21
Wil

Posts: 41
Joined: 11-07-17
Last post: 2506 days
Last view: 61 days
Ideally, the active game play time required to craft the product would be approximately 8 weeks. This means the final product would be quite expensive and be reserved for "extremely important" enchants/items.

I'm not sure what is active game play for you.... is it full time grind or simply a couple hours a day ?
In any case I feel like 8 weeks is a bit overkill since you will probably need several protection potions prepared before attempting to enchant since you're likely to fail enchanting one or few times which would blow up the protection after each fail.
If I want to enchant a rank 5 enchant with protection potions, I would probably prepare at least 3 potions before even attempting the actual enchantment which would take me 24 weeks (assuming I'm making them alone), almost 6 months before even attempting an enchantment. And that's when we are already high level to be able to make the potion in the first place.
Two to four weeks seems more reasonable to me. Now, that's my personal opinion.

+1

If the current enchant system remains (i.e. ridiculously low success rate with ranks 9+ and the destruction of the item if the enchant fails at r6+ ES) anything above 4 weeks is going to be overkill. If the main issue is not addressed to balance the p2w system, the making of the pot should not be a 1 year project for people, as it only saves your item from breaking. You are still facing the RNGesus for everything else.
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post rev. 1 by Excelsian on 12-21-17, 02:10 pm
Posted at 12-21-17, 02:09 pm Link | #22
Excelsian

Posts: 221
Joined: 04-26-17
Last post: 2139 days
Last view: 1193 days
8 weeks is indeed a very vague indicator. I mean, arguably one of the hardest thing to get, which you can just farm whenever, is white horse. It took me about 1-2 months at the time, doing 35 runs (which I consider not very grind intensive, but took a long time because of it). However, if I had the same luck as Ymiras back in the day who didn't get it after 100 runs (which likely made him quit since he always complained about it) which he did in roughly the same time span as I did (which I consider actually grinding to get something), I would have needed 3-6 months at the pace I was going. Another example is Uzuu who got hers in 1 week time doing only 15 runs.

What I'm trying to say is that if the materials are mostly obtained by drops and dungeon end chests combined with having to craft certain parts, times will vary a lot for every player and can lead to a lot of frustration when having to farm for something and not getting it (unless there are many alternatives and you don't have to resort to spamming a single thing to get what you need. For example, a certain material dropping in all elite SMs, another material dropping in all HM basic + dungeons etc. so you aren't forced to do the same thing over and over again and have a choice of where you go). A way to actually make it last a set amount of time somewhat evenly across the players is by making use of mechanics like the wine making SMs (which you can only enter a few times per week due to having to wait to make the wine), by making use of jousting shop (points can't be farmed, you have to accumulate them over time), stuff like fashion contest (can only be done once per week, or once per evening if you count the prelims) or actually introducing a new mission or dungeon or anything of that kind (maybe even a dungeon pass for a special version of an existing dungeon) that can only be done once per x many days/weeks. Or perhaps even a quest or something to do something that can be obtained once per week. This is why I also tried to promote the idea of having certain ingredients ''time-gated'', meaning you can't actively farm for them but you get them by doing certain activities spread out over time.
Posted at 12-21-17, 02:28 pm Link | #23
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 280 days
Last view: 7 days
Ideally, the active game play time required to craft the product would be approximately 8 weeks. This means the final product would be quite expensive and be reserved for "extremely important" enchants/items.

I'm not sure what is active game play for you.... is it full time grind or simply a couple hours a day ?
In any case I feel like 8 weeks is a bit overkill since you will probably need several protection potions prepared before attempting to enchant since you're likely to fail enchanting one or few times which would blow up the protection after each fail.
If I want to enchant a rank 5 enchant with protection potions, I would probably prepare at least 3 potions before even attempting the actual enchantment which would take me 24 weeks (assuming I'm making them alone), almost 6 months before even attempting an enchantment. And that's when we are already high level to be able to make the potion in the first place.
Two to four weeks seems more reasonable to me. Now, that's my personal opinion.

+1

If the current enchant system remains (i.e. ridiculously low success rate with ranks 9+ and the destruction of the item if the enchant fails at r6+ ES) anything above 4 weeks is going to be overkill. If the main issue is not addressed to balance the p2w system, the making of the pot should not be a 1 year project for people, as it only saves your item from breaking. You are still facing the RNGesus for everything else.

I can agree with what's been said.
8 weeks does seem a lot longer than ideal now that I think about it more; however the figure came from a "worst case scenario" state of mind.
Randomization and chance is hard to balance.

Maybe 2-4 weeks is more reasonable.
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