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Failing an upgrade should not destroy the item 100% of the time...

Madae
Madae
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Nothing is more aggravating than trying to purchase expensive reagents and then losing your item and the reagents in the process. The chance of that happening should be way lower than it is, and what should happen a vast majority of the time is you just lose the reagents (like Dwarven Oil). I wouldn't mind if there are still "critical failures" and the item is gone, but it should not happen all the time.
  • jacky0002rwb17_ESO
    I disagree, when you are not 100% success rate, you are gambling on your own. you know the risk and you press the button to take the risk.

    if you don't want the risk you can just use more tempering reagent. as far as i see crafting in this game can create very powerful items. and without some limitation, we can expect to see the whole market full with it, witch will just impact the game market
  • Opioid
    Opioid
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    Wait until you have enough of the improvement items to get 100% chance, or take a gamble with less. I think it's fair.
  • Zani
    Zani
    Since the success rate increases in a linear fashion, there is no benefit to be gained by not using enough reagents to ensure 100% success rate every time.

    I'll spare you the statistics lesson, but just know that over the long run the results of trying to upgrade with 80% success rate vs. 100% success rate in order to save reagents will not out preform simply upgrading with 100% success rate every time.
  • KiroElmarok
    KiroElmarok
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    As stated, wait until you have sufficient upgrade funds. If you don't, you shouldn't expect to get 'successful' every time.

    This, in my opinion, is one of the best money sinks in the game. So when you are going to upgrade make sure you at least have 60% chance of success, and try to make multipule. Because if you succeed more than once you get cash..
    Edited by KiroElmarok on 1 April 2014 18:00
    Daggerfall Covenant - Dunmer - Dragon Knight

  • TheBusStop
    TheBusStop
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    I always save up to have the 100% success rate, because if I fail I'm back at square one, and then it will take much longer. But I like the system, it makes it so you have to put time into it, and decide if you are willing to take chances
  • Allonan
    Allonan
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    The option to keep your stuff is there... but you need all the components to get that 100%. Crafters can put in points for the perks to lower the number needed to get to 100% and is part of what makes an actual crafter useful.

    Gambling is Gambling... you luck out when you win... but most of the time the house wins and you should only bet on a sure thing.
    Nothing is impossible... there are only differing degrees of probability.
  • Ravinsild
    Ravinsild
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    You can buy reagents? From vendors or from people?

    The only I've ever gotten was salvaging.
  • SirAndy
    SirAndy
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    TheBusStop wrote: »
    I always save up to have the 100% success rate
    Same here, no gambling needed at all. Plus, you can lower the number of mats needed to get 100% success rate by investing into the related skill.
    :)
  • Inactive Account
    Inactive Account
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    If it was easy to do, what would be the point of crafting SKILLS. I am not trying to be rude; it is just a facet of the game.
    Edited by Inactive Account on 2 April 2014 05:33
  • Beachcomber
    How about gaining some experience even when you fail? Or is that already happening?
  • Madae
    Madae
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    If it was easy to do, what would be the point of crafting SKILLS. I am not trying to be rude; it is just a facet of the game.

    I don't get your point. Plenty of games have crafting systems that are not nearly as harsh. It doesn't need to be this way to keep the game fun.

    You're entitled to disagree with me, but that doesn't make your opinion more correct.
  • krees28b14_ESO
    krees28b14_ESO
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    Madae wrote: »
    If it was easy to do, what would be the point of crafting SKILLS. I am not trying to be rude; it is just a facet of the game.

    I don't get your point. Plenty of games have crafting systems that are not nearly as harsh. It doesn't need to be this way to keep the game fun.

    You're entitled to disagree with me, but that doesn't make your opinion more correct.

    This is also not other games. You know, those games where people are complaining that crafting doesn't actually mean anything as everything is a simple drop from some raid boss. But as you said "You're entitled to your opinion, but that doesn't make your opinion more correct".
  • Slye44
    Slye44
    The problem is, 80% is not an 80% chance of success. 6 times I've used mats to get the chance to 80%. All of these attempts have failed.
  • Taeblin
    Taeblin
    Sure it is:

    80% Chance for each try not for all together. So the 6 times you had no luck and the 20% Chance of failure crushed your item
    Edited by Taeblin on 2 April 2014 06:57
  • BoiThePumpkin
    i kinda agree n disagree with the topic, i understand its frustrating when u want to upgrade ur gear n the next thing u know its gone lol, Me i don't mind how crafting works it seems fair as stated before, reagents can be found when salvaging raw material or extracting from items, i do agree we don't get enough but im not really complaining since mostly when anyone gathers anything, ur exploring the map. which in my opinion exploring is always fun. u find n see new things u sometimes remember where some stuff, creature or place is(if it doesn't pop up in your map of-course) oooh dear i went of topic, wut was i gonna say......... ooo crafting is fine n fun, just gotta take advantage of the harvest and explore. oo also hire n upgrade hireling they do help somewhat :smiley: Oh n sometimes with alittle luck u'll find Style shards inside dungeon crates n chests...
    Edited by BoiThePumpkin on 2 April 2014 07:29
  • Slye44
    Slye44
    Taeblin wrote: »
    Sure it is:

    80% Chance for each try not for all together. So the 6 times you had no luck and the 20% Chance of failure crushed your item

    Yes, I'm aware of probability theory. :)

    Using this theory, the chances of getting 6 fails out of 6 trials where the chance per trial is 80% is 1 over 5 to the 6th power, or .000064 out of 1, or .0064%.

    Scientifically, the chances are greater that there is some inaccuracy to the 80% quoted chance then there are of me failing 6 trials in a row.
  • BoiThePumpkin
    im alitle confused now, what are reafents lol..... are those the style stones, the thing that help u inxrease success, or the materials u gather..... but i stick to my point better off exploing to find materials :stuck_out_tongue_closed_eyes:
  • DragonMother
    DragonMother
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    I see it like this, we have enough games that push a gamble for improvement or critical failure breaking the item. Can we please NOT have breaking items with improving it? At least let the reagents get wasted rather than the item itself.
    Demi, Adult female, Guild leader, Roleplayer & TES enthusiast
    Status: Inactive until further notice.
    I trust my instincts, more than I trust other peoples opinions.
    Four years, and still present. Sanguine still lives.
  • reagen_lionel
    reagen_lionel
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    It just doesnt make sense gameplay wise that it destroys the item just by trying to improve it.

    Just because you messed up on tempering a sword, doesnt destroy the whole sword. Maybe it downgrades it, but it does not ruin the whole sword.

    When you mess up in something on a blade, you work with it. Its metal.

    this is just an example.

    I dont quite agree with the method of improvement either. I think failing should downgrade the maximum endurance of the item, not completely destroy it.
  • Shaun98ca2
    Shaun98ca2
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    IF the weapon wasn't destroyed then there'd be no reason to fear a lower % and there would be a flood of high level items in the game. Right now there is a HUGE risk factor with upgrade items that are hard to obtain. VERY hard. It also makes a Master Crafter more valuable.
  • Some_Jerk
    Some_Jerk
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    I am under the impression after reading this that the OP doesn't know how to use more mats to increase the chance from 20% success to 100% success...
  • cliveklgb14_ESO
    cliveklgb14_ESO
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    Given crafting turns out the most powerful items in the game, it is fine as it is.

    If you really need the item, then save up the materials to get 100%.
  • Madae
    Madae
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    Shaun98ca2 wrote: »
    IF the weapon wasn't destroyed then there'd be no reason to fear a lower %

    Losing the upgrade materials is fear enough. They aren't exactly dropping in record numbers, and the chance of getting one from deconstructing an item is not 100%. This will become harder depending on the quality of the item, because you're practically destroying a great item just for a chance at getting a single use item that it will probably take a dozen of (20% for honing stones, 15% for dwarven oils, etc etc) just to create a similar item tailored to your preference without a chance of losing EVERYTHING (assuming you go to 100%). This is also an upward climb, since you have to use reagents for each specific level to upgrade it to the next level. You can't just start with the best quality reagents. That is more than enough grind.
  • Laura
    Laura
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    Then don't gamble with it. You knew what would happen if you did.
  • Madae
    Madae
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    Laura wrote: »
    Then don't gamble with it. You knew what would happen if you did.

    Do you think you're being helpful? Sometimes I wonder if you people actually read what it is that you wrote, because you just come off as snide and hostile.

    ... in addition to it not even being relevant to the discussion. It's not about what the system does, it's about what could be changed. What you said does not help, so I'm not sure why you even bothered sticking your head in here to say something we already know... other than to see those wise words on the screen.
    Edited by Madae on 2 April 2014 09:06
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    I think the ability to raise the chance of success up to100% by adding more upgrade components makes it a fair system. There is also the skill to increase the chance of upgrade success, meaning less would be needed to make it 100%. If we were unable to get it to 100% I would agree that losing the equipment woulda been crappy.
    Edited by demonlkojipub19_ESO on 2 April 2014 09:14
  • Laura
    Laura
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    Madae wrote: »
    Laura wrote: »
    Then don't gamble with it. You knew what would happen if you did.

    Do you think you're being helpful? Sometimes I wonder if you people actually read what it is that you wrote, because you just come off as snide and hostile.

    ... in addition to it not even being relevant to the discussion. It's not about what the system does, it's about what could be changed. What you said does not help, so I'm not sure why you even bothered sticking your head in here to say something we already know... other than to see those wise words on the screen.


    Why do you need it changed? You know the consequences for your actions so DONT DO IT. It works fine the way it is, if there was ALWAYS a chance of losing it I would see the problem but things like this are in the game to keep crafting relevant. If it was too easy to make orange items then it would be worthless.
  • Madae
    Madae
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    I think the ability to raise the chance of success up to100% by adding more upgrade components makes it a fair system. There is also the skill to increase the chance of upgrade success, meaning less would be needed to make it 100%. If we were unable to get it to 100% I would agree that losing the equipment woulda been crappy.

    Fair point, but if that's the case, they should have just made it a requirement to use the max amount to upgrade it and not even worry about lower %'s... because obviously, it isn't worth losing the item and reagents to begin with.

    So, yes, I understand where you're coming from, but part of this system is redundant and serves no purpose if you're going to practically force people to keep it at 100% to avoid losing anything.
  • Madae
    Madae
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    Laura wrote: »
    Why do you need it changed? You know the consequences for your actions so DONT DO IT. It works fine the way it is, if there was ALWAYS a chance of losing it I would see the problem but things like this are in the game to keep crafting relevant. If it was too easy to make orange items then it would be worthless.

    See previous post.
  • Kiwi
    Kiwi
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    %100 would be fine, if it didnt still break, which things do .. at %100
    A large yellow rectangle
    
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