On the surface a reasonable objection.
While I appreciate the human penchant to insist on absolute fairness, nothing in the universe is "fair". This is strictly a human invention (fallacy really). From the moment of your conception to your final demise, nothing was ever fair.
Why should video games be different? In fact they aren't and never have been. Your rewards and punishments are often determined by random number generators. Stripped to essentials, what is the difference between "winning the roll" to win that uber sword and "winning the roll" and getting a slightly better recipe? None as far as I can see.
Remember, as with all gaming rewards and punishments, it is up to the devs to set the incidence and variability to ensure they have a challenging and enjoyable game.
All that I am proposing really is an initial random roll on character creation that allows your toon to be slightly different from everyone else. Perhaps acquire some very minor advantages and disadvantages that make you unique. So what if some other guy can craft 98% amps with the same effort you expend to craft 97%. Does that really destroy your value as an amp crafter? And even if you think it does, remember you have other advantages that guys lacks. Also, there are tons of applications where the issue of fairness is totally irrelevant, like puzzle solutions.
Regarding complaints from the existing player population, there are always complaints against anything preceived as a "nerf". Again, it is up to the devs not to make changes that anger too many of their customers. One traditional way around this is to make changes of "luv", not nerf. In other words, if you wanted to add small tweaks to recipes based on a random key, make them all beneficial.
While I appreciate the human penchant to insist on absolute fairness, nothing in the universe is "fair". This is strictly a human invention (fallacy really). From the moment of your conception to your final demise, nothing was ever fair.
Why should video games be different? In fact they aren't and never have been. Your rewards and punishments are often determined by random number generators. Stripped to essentials, what is the difference between "winning the roll" to win that uber sword and "winning the roll" and getting a slightly better recipe? None as far as I can see.
Remember, as with all gaming rewards and punishments, it is up to the devs to set the incidence and variability to ensure they have a challenging and enjoyable game.
All that I am proposing really is an initial random roll on character creation that allows your toon to be slightly different from everyone else. Perhaps acquire some very minor advantages and disadvantages that make you unique. So what if some other guy can craft 98% amps with the same effort you expend to craft 97%. Does that really destroy your value as an amp crafter? And even if you think it does, remember you have other advantages that guys lacks. Also, there are tons of applications where the issue of fairness is totally irrelevant, like puzzle solutions.
Regarding complaints from the existing player population, there are always complaints against anything preceived as a "nerf". Again, it is up to the devs not to make changes that anger too many of their customers. One traditional way around this is to make changes of "luv", not nerf. In other words, if you wanted to add small tweaks to recipes based on a random key, make them all beneficial.