3 Reasons to Permanently Remove Dangerous Enchantments
For those of you who are unaware, recently the patch that added the Red Wing Casino added a new type of enchantment to the game called "Dangerously Improve weapon". This enchantment cost 1 expert metal slab, and it gave a weapon +2 damage to abilities for its skills at a 2% risk of destroying the weapon. The main draw of this enchantment was that it could be repeated infinitely as long as it didn't destroy your weapon.
https://i.imgur.com/essTmt0.png
This resulted in several players having incredibly overpowered weapons that could deal hundreds of bonus damage that were multiplied by treasure effects, allowing players to do thousands of extra damage to enemies and lower level characters destroying content over twice their level. Appropriately, the recent hotfix essentially removed the enchantment because of it being incredibly broken.
However, I have noticed many players trying to offer suggestions on how to balance the enchantment so it can be kept in the game, and even the patch notes for the hotfix state that the enchantment wasn't supposed to add as much damage and it will be re-implemented in a future patch.
I would like to offer three extremely good reasons why dangerous enchantments shouldn't ever be added back into the game, even with balance changes, for I believe they will be incredibly harmful to the game as a whole.
1. Low chances mean nothing for many players
One of the most common suggestions I hear from other players on how dangerous enchantments could be reasonably balanced is to make the upgrade worse. If you make the chances of the item breaking higher or the damage bonus weaker, and therefore the chance of getting a good weapon lower, it would prevent players from getting extremely powerful weapons and therefore make the enchantment balanced.
This sounds like a reasonable argument at first. For example, let's take a +500 damage weapon from the old dangerous enchantment. To get +500 damage, you need to upgrade a weapon 250 times, each with a 2% chance of breaking. This means you'll have about a 0.6% chance of successfully creating a +500 weapon.
For many players, this sounds like a humongous undertaking. You would have to plan around going through 200 weapons on average before getting a +500 weapon! Never mind the cost involved in materials and the fact you could just lose it all. Surely this wouldn't even be worth trying to go for and you'll never see a +500 weapon.
However, this is only the case if you think of it from the perspective of a single player, but Project Gorgon is an MMORPG with many players who are ready to spend tons of time grinding for valuable items! Trying to go through 200 weapons is a daunting task for one player, but if you have 200 players trying once, then one of them is very likely to have created the item, and trying to craft the weapon once is very reasonable even for non-end game players. If they keep trying every few days, then after a few months then the whole server would be flooded with ridiculously overpowered weapons!
This is why lowering the chance of the enchantment working isn't a fix to the problem, it only slows down the inevitable. You could reduce the chance of getting a +500 weapon to 0.1% but then that would just take the player base longer to get these weapons. Not only that, but slowing it down could be pointless in the future. Maybe you could reduce the chance so only one +500 weapon gets created every year with our current player base, but what if the game becomes more popular and more players start trying to craft the weapon? Or what if new content from higher levels allows materials to be farmed much more easily? Trying to reduce the chance or the effectiveness of the enchantment is a band-aid fix that doesn't solve any issues unless taken to ludicrous extremes.
This is why other games that have a similar enchantment system add a limit to the number of times you can upgrade items. In huge MMORPGs with millions of players ready to grind hours a day, it doesn't matter how hard it is to upgrade the item, SOMEONE is going to get that 0.000001% item out of all the combined hours the player base dumps into the game. Limits on how many times you can upgrade the item let the developers keep the items within reasonable bounds, even if someone does get very lucky.
However, remember I'm not arguing to add a cap on the dangerous enchantments, I want them completely removed from the game. Sure an enchantment cap would make them more reasonable, but they still would be incredibly harmful to PG, and let me explain why even with a cap they would cause issues.
2. The economy will be based on gambling
Think about what makes an item valuable to players in an MMORPG, and therefore expensive in trading. The biggest factors to prices are typically rarity and how useful the item is, as these are directly related to supply and demand. The price increases massively if the item is useful to endgame players in particular, as those players have the most wealth.
This is why in any game with a luck based enchantment system, highly enchanted items end up being some of if not the most valuable items in the game. Highly enchanted items are incredibly rare, extremely useful to endgame players, a symbol of wealth to other players and last forever. This is why in these games highly enchanted items tend to be ludicrously expensive compared to everything else, and typically the only items remotely close to the same price are materials you would use to upgrade these items or tradable cash shop items worth a lot of real money. The entire economy revolves around these items because of their value.
The current economy in Project Gorgon is great, and probably one of its strongest points. Players are encouraged to gather commodities such as consumables or crafting materials for wealth, and this lets many players participate in various ways. Players can decide to gather all sorts of different items, and gathering these items is consistent. I can safely say "If I grind X for Y amount of time, then I'll get about Z councils". This kind of grinding rewards hard work, good planning, and even player efficiency/skill.
Dangerous enchantments are the opposite of this, if the economy revolves around highly enchanted items, then none of this applies. There is no skill in clicking a button and hoping my item doesn't break, there is no planning in gambling, and trying to grind harder means I have even more money to lose. At best you can apply these concepts in grinding the mats yourself more effectively, but it all comes down to clicking a button and hoping you get lucky.
What ends up happening in games with luck-based enchantments is that the economy splits into two groups of people.
Group A: People who are willing to gamble on getting good items. These people will invest their money in upgrades in the hopes their investment grows into a very powerful weapon they can use themselves or sell to other people for more money than they spent.
Group B: People who want the enchanted items because of their strength, but don't want to risk anything on gambling. These people will grind money in other ways and buy the weapons from Group A.
This split will always end up happening because there is encouragement for people to go to group A. If not enough players are in group A, then the number of upgraded weapons will be too low, and therefore their price will go up much higher. This encourages people from group B to go into group A, either because the only way of getting their good item is to get it themselves, or the rarity of upgraded items makes it more likely to profit from being in group A.
This will always make these items expensive because the remaining group B's reluctance to gamble means they'll pay very high prices, and more people in group A means the materials to upgrade will be in higher demand, which causes upgraded weapon prices to go even higher as the materials cost more. This also means that many people in group B will start to pay for the weapon by grinding those same materials for people in group A to use since they're now more valuable, causing the economy to revolve around the upgraded weapons and the items to craft them.
What makes this "Gambling Economy" so bad though, is that it's all based on luck. In the current PG player economy, everyone can have a stable income based on what they do, but if players start rolling on items for cash, then you're relying on getting lucky to have a weapon to sell. Someone can grind for thousands of hours only to waste all their time and money, or some random player can get extremely lucky and suddenly have millions of gold. Sure you could try to trade other items, but they'll be worth a pittance compared to the inflation behind enchanted weapons. This would destroy the amazing economy PG currently has.
Now the thing is, all that I said here is assuming that the enchantments are actually good. Typically in MMORPGs with a similar system, the enchants are incredibly powerful, or probably even necessary to play the end game which adds to their value. It's possible you could cap the dangerous enchantment at a measly +10 damage and then the economy wouldn't even be scratched since no one would really care.
Now I could just say "Well if the enchantment is practically pointless, why even bother adding it to the game", but that's not really a good reason to remove the enchantment if it's already in the game. So that leads to my last point.
3. Luck based enchantments were never designed to be fun in the first place
This is probably the best reason to remove dangerous enchantments, although the hardest one to explain since "Fun" is subjective.
Gambling can be fun, that's why the casino can be fun! There's excitement to be had in playing a game of Monsters and Mantises and hoping you get lucky, and the chance of getting unlucky adds to the experience and excitement.
You know what's not fun? Grinding for dozens of hours only to have all your time go down the drain because of something completely out of your control.
Luck based enchantments were never designed to be fun to players, they're purposely frustrating, angry and scary because of how much you invest in them and how little control you have over the process.
So why are these luck based enchantments in so many games then? There are tons of MMORPGs out right now that have upgrade systems based on RNG, and many of these games are very successful! So if they weren't added to be fun, and they don't add anything to the game, what were they added for?
https://i.imgur.com/r5drbKP.png
Oh, that's right. Money.
Luck based enchantments were purposefully designed to be frustrating and not fun in order to encourage players to waste their money in the cash shop. This is why RNG upgrades and cash shops go hand in hand with one another, and why so many MMORPGs, especially eastern ones, have them. These luck based upgrades were made bad on purpose to inflict negative emotions on the player to try and get money from them. Are you frustrated because of how long it takes to get materials to upgrade? Spend some money on the cash shop to buy more! Are you angry because your upgrade failed and your best item just broke? Spend some money on the cash shop to recover it! Are you scared because you invested so much time and money on an item and it might break? Spend some money on the cash shop to protect it! This is just one of many frustrating "Features" game developers add to their games to try and get more money out of players.
Now Project Gorgon doesn't have any micro-transactions of course, but that doesn't remove the frustration, anger, and fear associated with these upgrades. There's nothing to be gained from this except adding a grind to equipment that is meant to be upsetting on purpose.
There are other forms of RNG in getting geared up sure, like maybe you could get unlucky and no good items drop for you, or maybe your transmutation bricks and you have to wait another week to roll on an item again, but these forms of RNG are nowhere near as upsetting or frustrating as losing absolutely everything just because a random number generator was in a bad mood. There are also lots of ways to play around it, whereas nothing will save you from losing thousands of metal slabs to an unlucky roll. Grinding for things can be what makes RPGs fun because you only have something to gain. Hoping RNJesus doesn't smite you and you lose everything is what cash shops are built around because you have so much to lose.
Conclusion
Sorry for the long post, but this is definitely something I needed to say and I seriously hope it can convince people why these sorts of things don't belong in this game, and that something resembling Dangerous enchantments never appear again in Project Gorgon. I actually wrote through this whole thing twice and I hope I didn't miss something in my rewrite. I'll be more than happy to explain anything I didn't explain well enough. Thank you very much for reading through my post if you managed to bear it for that long.