Plz, hear me out. (this might have been suggested before, but here we go anyway)
So about two months ago, Draycos complained about the RNG randomness of the puch UV system and just how unfair and how much a crown sink it is. My arguement is, making UV too accessible, you run the risk of pissing off the veterans who spend millions on good UVs and now seeing any noobs can get good UV at their first try. Of course Draycos did not care and proceeded to say RNG is bad despite the RNG is fair to everyone. (if you think RNG is unfair to you, don't spend money on punch or play LD!)
Here is how I would make the high end UVs more accessible to the players and give them more control over the UVs they wanted on their weapons while still making it a money burning quest. A very slow one that is.
Before the suggestion begin, here is the things that need to be changed first:
-all sprite food now cost mats only, no mineral involved
-the size of the crystal you get from the mineral deposite depend on the stratums that you are in, not random, the deep your are in clockwork, the bigger crystals you get.
-you can no longer aquire natrual UVs from crafting gears
-mineral is now trade-able
"Wut?! That sounds bull Midnight!!!"
Calm down, the idea, like the title suggested, is to allow players to put Gemstones into their weapons to enhence their power, or UVs.
Every weapon starts with one gemstone slot at the moment they are crafted. And you can unlock two additional gem slots from punch.
2nd slot -25K
3rd slot -150K (if OOO thinks that one free slot is too cheap, then 9K for the first slot)
Once you unlocked a gem slot on your weapon or gear, you can then craft the gemstones needed to be etched into the weapon giving it UVs.
Here are some of the gems you can craft:
Flawed Ruby(crimsonite): giving a random low damage bonus -limited to weapons only
Flawed Sapphire(darkmatter): giving a low ASI to one of the three weapon type -limited to weapons only
Flawed Amber(luminite): giving a low CTR to one of the three weapon type -limited to weapons only
Flawed Emerald(valestone): giving a low defence to one of the three damage type -limited to armor and shield only
Flawed Agate(moonstone): giving a low resistance to one of the six statues -limited to armor and shield only
You make these gemstones by aquiring minerals across the clockworks and by collecting the minerals, you can craft them into gemstones. And you can craft multiple gemstones until you find the UV that you desired. For example, if you have a gran faust and you happen to have a Ruby with a gremlin low on it, you can put it in the gran faust so it kicks Gremlin's butt extra hard. And the same can be applied to other weapons.
"Sounds good and all but how can these gemstone get better? A low UV sux."
Here is where patience becomes a virtue. You have to combine three gems of the same colour and apply mineral and heat crystals of the next tier, sprinkle some crowns and walla! You got a gem with a 2+ UV!
Ruby (Gremlin low) +Ruby (Gremlin low) +Ruby (Gremlin low)+ 50 something med crimsonite/warm crystals +1000 Cr= Ruby (Gremlin med)
The better the gem, the larger the mineral crystal you need to craft:
1* gem (flawed) +1---->small 50 Cr
2* gem (normal) +2----> med 250 Cr
3* gem (polished) +3----> large 1000 Cr
4* gem (exalted) +4----> shiny 2500 Cr
5* gem (legendary/Epic) +5/6----> I have no idea :/
"Five star gems have a chance of having 5+ not 6+ ? That is stupid!!!"
Well, like I have said, I can't make it too easy on you guys, so what if your 5* gem only got a 5+ at the end? It is already good enough. And also, the gems can be removed at any time, for a price at least, every time you craft, you need to take the gem off the weapon and combine them with the new ones you find. Again, here is where you burn money. You can always be smart and put the gem on later in the game.
An end game PvE archeron could be like this:
Gemslot one: Legendary ruby (gremlin +5)
Gemslot two: Epic ruby (this guy is lucky) (slime +6)
Gemslot three: Legendary Amber (CTR +5) <---beat that Radiant drought!!!
The idea is flawed and imbalanced, but plz, this is just some food for thought, share your opinion if you want.
I am curious of your source of idea for this, lots of games have this "socketing" technique involved., such as Diablo, Torchlight. But nonetheless, I find this socketing technique overall better for everyone, even the beginners. Rather than follow a very hated random system, everyone can build up their weapon and armor based on socketing.
I think that unlocking socket slots is acceptable as a crown sink, but crafting gems out of minerals is somewhat grinding. Rather than that, would it be possible if gems drop as a random loot, and that certain gems be found in certain types of levels... for example crimsonite gems are found in fire levels
Crimsonite : Fire, Gremlin
Dark Matter : Fiend, Undead,
Luminite : Beast, Construct
Valestone : Poison, Jelly
Moonstone : Freeze, Shock
One problem I detect is that it is not completely suitable for multiplayer action, because of the way some people have stronger weapons than others. This socketing technique is purely meant for singleplayer action, but who knows, I'm just skeptical.
One improvement if I may, is that removing the socketed gem will destroy it. This is the way of all the games that bring about this socketing technique. The other way, destroy the weapon :3 to save your gems.