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Slightly more focused UV rolling

3 replies [Last post]
Mon, 08/17/2015 - 16:54
Kneeanderthal's picture
Kneeanderthal

UV rolling is one of the main ways people spend money. But it is gambling, which makes getting what you want a toss up. You could spend 4 mil and get nothing, and you could spend 20k and get asi vh. All well and fair, the spender knows what they are getting into.

I would like to see a system where the spender has a bit more control as to what UVs they want. For example:

Single rolls
20k crowns: Regular - any UV
100k crowns: Special - (Choose category of UV: ASI, CTR, Dmg bonus vs., Defense (norm, ele, pierce, shadow), Status resist (shock, freeze, etc.)
2x cost multiplier: UV is medium or above
10x cost multiplier: UV is high or above
30x cost multiplier: UV is VH/Max

So, for example, if you wanted to roll for any UV, but wanted at least high, you would pay 200k crowns. If you wanted to get ASI VH on a weapon, you would pay (100k crowns for the asi special category * 30 multiplier for VH) = 3mil crowns.

This could be added to double and triple rolls as well in the same way.

The numbers probably could use some balancing and tweaking, but the basic idea is being able to categorize UV rolling. I picked numbers that hopefully would allow people to get the UV they want, but at a price point higher than market value of the highest item (example, BTB ASI VH = 25k E, 1mil less than 3mil). It would still be gambling for the people who don't have the money, but for the people who do have the money they can just get what they want more easily. It would make the system much more linear and encourage people to save up in order to get what they want.

I am sure people have suggested UV alterations in the past, but here is the solution I came up with. /sigh

Tue, 08/18/2015 - 13:57
#1
Fangel's picture
Fangel
Hmm.

Yes, people have suggested something like this before, however I'm going to judge this one so here we go.

I like the idea of choosing an attribute to your item, but I don't like the idea of choosing both strength and type. Personally I feel it would be better to allow players to "lock in" half of the UV, but then be at the mercy of RNG for the other half.

What I mean by this is that if you're looking for ASI, you can lock in ASI, but you might get 20 lows, 15 mediums, and 5 highs before you even notice VH is a thing. If you want MAX status resists on your armor, you could lock in the MAX strength when rolling, but you might not get freeze, stun, shock, and instead get piercing max on a BKC you plan to use to shockwalk in lockdown.

This sort of thing would allow players more control over their sets without complete control over their sets. This could even be something that is only available to a 1UV ability, making triple maxes be reliant on both RNG and money instead of plainly money.

I like the idea of choice on your weapons. I dislike the idea that money = power. Under your system money = godlike gear, whereas now money = lots of attempts at godlike gear. A lack of money still has the same chances, however less attempts.

I figure keeping RNG in the equation in some way would help in the long term. Keeps rare UVs rare, as they should be, but allows more customization of weaponry and gear.

Tue, 08/18/2015 - 14:37
#2
Fehzor's picture
Fehzor

UVs are basically just post game leveling at this point. As long as it costs a fortune I really don't see any issues with the "how rolling works" portion of the game.

I dislike the idea that money = power. Under your system money = godlike gear, whereas now money = lots of attempts at godlike gear. A lack of money still has the same chances, however less attempts.

But Fanggggggggggggellllllllllll having multiple rolls is basically the same thing as more chance on a single roll as it raises your odds of getting what you want. If I roll once as a nub I'll have about a 70% chance of getting a low UV... If I roll ten times as a wealthy merchant I'll be statistically guaranteed (97%) to get at least one med or higher.

http://41.media.tumblr.com/2cf1321d7d9093f7d4460a9877cfac05/tumblr_mirys...

Tue, 08/18/2015 - 16:16
#3
Fangel's picture
Fangel
It is a higher crown sink however

Somewhat. You will get what you want more often, but making it a single-UV ability only means you cannot get triple maxes on your gear without tempting RNG.

Allowing us to "choose" our exact UV creates this problem where rich players can make an abundance of this sort of gear, whereas poor players will have same old vanilla gear. Our PvP arena is already out of whack, and this won't help it. It also sets an exact price on how much a UV is now valued, meaning a player could use it as a reference to sell their item for 250k-500k crowns cheaper than the high price, even if the old value of the item was 1mil crowns cheaper(assuming this was a lucky roll before or after this change).

Essentially, without the RNG factor, we turn our UV smith into a "weapon enhancer". Seeing as this game relies heavily on RNG, taking it completely out of the equation is a bad idea.

Increasing chances, I'm okay with. You pay more for a higher chance at your desired item. However, even with all the money in the world RNG can just not give you what you want because that's the nature of it.
This means, however, that new players who would probably get a "low" UV anyways can at least select what single UV they want on their item.

Basically this makes Punch friendlier to us all while he can still be a porschenozzle in general.

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