This previous week with no durability loss gave us all an interesting look at this game with a "limitless" progression mechanic. I took full advantage of that and made some armor sets exactly as I desired. This included a fully enchanted max set (did not quite get the second pair of boots made). I would humbly request that we do something to change this progression aspect of the game. Having only 4 rolls per week coupled with a beyond annoying rolling rng pattern could easily kill the game for "less intense" people. Let me also point out that I spent half the week raising my skill to cap from 50 so I could make the armor.

Let me be nice first as I really do this game, its spirit and most of the mechanics in it (/cough praetermitto : critical hits). But hard capping players on the rolls for their gear in a game were something like 85% of your power is directly related to the mods on your gear is not a good idea. With that in mind I will offer some suggestions that would in my opinion be more fair than roll 4 times and come back next week. I hope by the way that is not a limiting mechanic to make people want to play something else for a while (seriously doubt it but I must mention it).

Let's do some math.

1. Phlog sells for 60 and you buy it for 120. With that in mind let's pretend that its value is somewhere in the middle around 90 c. Note that I consider this value a joke as you might blow up a piece of gear worth over 1000c and only get 12x nice phlog. Anyway let's stick with 90?

2. Each roll for a piece of gear will cost you 35 Phlog (because who is gonna waste it on gear that is : mainskill/endurance). In short this means every time you roll it costs you 3000c.

3. I forgot to mention you need to fight level 60-70 monsters to even get an opportunity to blow up items in the first place. And you also need to be lucky enough to have that juicy yellow to roll on anyway.

4. The rolling pattern in this game is completely insane. I often get the pattern where it will go : a,b,a,b,a,b,c,a,b,a,d,a,b,a,b,a. Bear in mind this is a month's worth of rolls and 16x 3000= 48,000 councils.

5. As a point of comparison a friend of mine spent over 5200 phlog to fix 2 pieces of yellow gear that were at least 1/3 correct. That comes out to around 500,000 councils. And it only would have taken about 19 weeks to get that result. Excuse me? (and let me note here one of these pieces was a ring so it had one less stat he needed to roll on!). I know one of my items took 2000 phlog and another took less than 300 phlog (btw think that was a one time deal as it rolled almost perfect anyway).

The TLDNR version is that this is complete bullshit. With that in mind I would like to suggest alternatives to make things feel less Herculean. Generally speaking I kinda feel like you should be able to get at least one piece of armor fixed per month (hopefully faster- maybe a week?).


I. You could make each roll for each power modifier slot be sequential with no random a-b-a-b bs pattern but leave it as it stands now with 4 rolls per week via durability. You could still make things interesting in that each piece of gear for any slot had a scrambled order it would roll... so you dont know if the power you want is 1 roll away or 7 rolls away (pattern might change to a-d-f-c-h-b-e-i-g).

I like this option as it gives people a sequential and gradual guarantee at armor. One of the classes I play has 76 potential treasure effects on gear. Note that 6 pieces of the treasure have 9 effects to choose from. Someone with more time on their hands can make some nice combination math for us but I don't think it is necessary.

This would take a long time to fix some armor but you could make very real progress each week. In this example assume 6 pieces pieces of gear with 9 rolls (assume everything were wrong) on yellow gear that had 3 treasure effects. You would fix each slot by the 6th roll no matter what. So within 18 rolls you would have half of this armor fixed. That means just over a month in time to fix half of 1 item and 54,000 councils spent. If we considered using augmentation to block undesired rolls then we would be looking at fixing each slot within 5 rolls.

I would be "ok" with this option as it gives someone the guarantee of steady chipping. If you log in and do your rolls each week you can possibly fix half your boots in a months time (along with your coat, ring, etc if you can afford it).

II. We could change the durability repair recipes into something else. What if we changed the recipes so that you had an infinite rolling option with a time gated cooldown (replaces small prism repair recipe - cooldown 24 hrs: makes level 0-50 item have infinite rerolls for 24 hrs). Every item still gets 4 "free" rolls per week. The medium repair recipe would be changed to - cooldown 72 hrs : make level 50-60 item have infinite rerolls for 3 days). Likewise the high end option would become - cooldown 168 hours : make lvl 60-90 item have infinite rerolls for 7 days.

I like this option as it lets you do a focused "I will fix these damn boots NOW" sort of thing. It still requires you to eat prisms and as we discussed before is still going to cost you 3,000 councils per roll. Almost makes sports betting look appealing right?

III. Why not both?

Once per week players could infinitely roll on one end game item or 2 lvl 50 items (or 1 50/ 1 60 item). Essentially this means players could make one max gear item per week. You could limit the transfusion repair recipes so that only you can infuse infinite rolling on your gear.

IV. Maybe there is a combat trial thing we could implement?

What if you had a varied combat arena that included scaling encounters: tanky boss, horde of weak enemies, group of strong enemies, few annoying mobs - like ice root elementals with ranged blaster mob support, boss+ minions for later waves, etc.

Long story short you scale the encounter and the reward is some degree of "infinite rolling for a time" ; the idea being that someone who had a full build set could get more free reroll time. Why? Because it lets them actually play with treasure effects rather than feel under the gun to replace items that became legacy.

V. Maybe one of the rotating weekend events (extra health, more industry turn in, run faster) could be infinite durability rerolling.

Closing thoughts

-What do you expect the time/cost for items to be (as a player or GM)? The current limitations have been compared to black desert (this is not a good thing).

- I would love to see one of the Admins create 50,000 nice phlog and complete a perfectly pre-planned armor set via infinite rolling (jsw1rz4n from : http://www.gorgonexplorer.com/build-planner) . How long does it take you (in other words how many rolls? What is the total phlog cost. Citan, I'm asking you or Jack to go into the game and just roll until it happens. On this note I will start working on a 3rd armor set and keep a complete track of time/phlog. And yes before you ask... that armor loadout is AMAZING! It will be the new....coldness.

-It's somewhat unfair that I got to make armor during the infinite roll period. But it gave me a look into how the game should be in my opinion - where it doesn't take weeks or months to make an end gear item.

-Thank you for making a great game! I take the time for this post because I want it to be a more enjoyable experience for everyone.

-The tagline for "let's try some new treasure effects" kinda felt like a slap in the face considering all the stops necessary to make an item you wanted. I got beyond lucky in that I need only purple gloves with max enchanted and made 2 pairs. I made one a travel run set and another be a "what if" combat set. Note I already had a nice pair of gloves too. As much as I would love to play with the new mods you really just can't easily do that.

But what if you made a testing zone where players could "rent" gear that only lasts for an hour? For that matter have the zone be a Gazluk Keep clone with a vendor at the start to make whatever treasure items you wanted to test.

Only allow people in for strategic testing purposes. Call in some big names and have them show you their gear and then they say... well I want to try - blah blah blah.