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Two threads of the same topic and from two different forum sections have now been merged into one. Thank you.
I noticed that we have up to 20 chances for an enchant to succeed versus the old 2008 days of mabi where all enchants only had 2 chances and that was it. That may be an improvement as the enchants become more numerous, but another issue persists. The % chance system remains the same. And even with enchant bonus weekends, or thursdays, it is possible for all 20 chances on the enchant to be used up, killing an expensive enchant. I propose that after each time the enchant fails, the % chance actually increases as it is being used over and over. Like if the enchant somehow failed 15 times and have 5 attempts left, the % chance goes up to a cap of 80-90 depending on the rank of the enchant skill. This way, it is still viable to use enchant protection potions and keep a healthy business going with that, but also satisfy the players with what is needed. As it is now, with a constant low chance with higher end enchants, people are not going for as many protections as they could be, because with such a low chance regardless of the rank of enchant skill, what's the point? Sure you will still have whales that will continue spamming until success, but what about those who are not? And would like to conduct business with enchants to improve their performances, but see no point in going for an expensive enchant if there is such a high chance for the entire scroll to die from all the attempts.
I just believe that not everything need to be overly geared around "luck." Because there are people who has nothing but bad luck, but would like to have a break of success here and there.
Comments
Also you already have this thread in the suggestions forum.
There are issues with the system that aren't even related with Nexon making a profit; the fact that burning enchants gives you one chance for example.
Issue is you only get 20 tries per enchant and if you fail all of them....you are left with big f**k you because you lose your expensive enchant and all the resources used for enchant (20 divine powers and 20 enchant prots)
This happens quite frequently with rank 3 or above enchants, I had 23% with divine powder and this happened
There's no way to repair a enchant (why does a enchant have dura in the first place????) so....the game just throws big f**k you at you when you had your bad luck already....
They could make enchants repairable with item sold in cash shop or something, it'd benefit both player and Nexon....but honestly I don't see that happening
Another issue I have is burning enchant, they have literally no protection for burning enchant, and it fails very often despite the chance being 87% or above (Idk how much rank 1 campfire increases) so its another thing that they could sell protection at cash shop
Yes I am salty because I failed 2 cadenza burns, a icarus burn, and enigmatic burn.
Especially this guy:
This enchant system is 2 outdated...dude must be butthurt as heck 2 try to take out his fustration via scam.
The reason why I say that the system will never change is because of situations like that. The next time that user gets a hold of an enchant like that again they will be even more compelled to buy enchant protection potions and whatnot.
It's alot worse if it's a collab timed enchant. U blew 30-40m to acquire one then poof all dur is out and u'll have to wait a very long time or purchase another scalper's copy to try again. Haha...*shivers*
In addition to this, it would probably be a good idea to do away with the "all or nothing" approach when enchant burning by utilizing one or more of the following suggestions:
1) devise a simplistic "failure" result that does not result in actually frying your items (If you can fail to collect water in this game, failing to burn something isn't very far off)
2) create a cash item such as a charm or seal that functions similarly to that of any other protection item.
3) decrease durability on the item of failed burns. Considering the max success rate of 86%, the amount lost can probably be something like 30-50% of the items dura. This presents the player the opportunity one additional attempt at the least, or the choice of repairing it via hammers and attempting it again later.
The use of the enchantment candles should bring the success ratest of high rank scrolls up from, say, 22% up to 27%. On enchant day, its 28%. I know many of us have failed 30% upgrade steps many many times, but its rare for it to be 20 times in a row without a single success. Then again, some of us just simply dont possess luck, so I understand that too. My sympathies for your losses.
Character Name: Eveila
Server: Ruari
1) Enchant skill training for a particular rank could include burning and/or applying enchants of the same rank or higher. For example, Enchant Skill Rank C requirements would call for burning and/or enchanting rC stuff. Rank B would require rB enchants/burns, and so on. This pattern would continue through Enchant Skill Rank 5 (higher than this it gets tricky). This training would be more appropriate than just thousands of generic enchant successes.
2) Enchanting items through actions and experiences: Perform or experience something and one of your gear will get an enchant related to that experience or act. This is how I imagine enchanting naturally occurs in the world of Erinn. Example, if you do some cowardly action like run away from a weakest monster, then your hat (randomly chosen) will get the Cowardly rD suffix (only if there's an empty suffix spot). If you kill a bunch of lions then your weapon gets the Lion Hunter's prefix. (just for convenience there will have to be a way to actually clear an enchant suffix or prefix from an item)