IDEAS FOR RYZOM


Set crafting

I was also told this was suggested prior and the debate came up about degrades. Well, this would be an OPTIONAL crafting method. I personally think that a improvement of quality of life and making things easier should have SOME risk.

The entire set should have equal stats and equal degrade risk. A full success should be rewarding for time saved and ease to sell a full set/buy a full set.

Maybe add a XP modifier for the crafters to boost it a bit on full success to decrease the risk vs reward to give incentive to do it this way. But if one wants to craft a entire set of end game gear in this way, they should assume the risk or old school it.

This idea is primarily for the benifit of grind gear for leveling and noobs.
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Last visit Friday, 29 November 03:06:33 UTC
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