I agree, tickets must not get added to the game, because it makes people too much equal. But when game didn't had any tickets it made too much unequal. I think changing the effect of broken card would be better. Instead of destroying item it should do downgrade. For example if you break with red or blue it would downgrade by 1, if you break with purple or green it would downgrade by 1-3. In some other games this system works well.
Yeah that was my original proposal, i want to keep the rarity of +15 while making it less dicky.
Dicky, but removing the tip, ya know? ;)
Not sure if anyone else suggested this, but how about: Remove the broken card completely, making only the Success and Fail ones be. Moving on, I agree that everyone running around with +15 would be a joke, and not something this game should offer that easily. However, what about an upgrading system that just gets harder for every level upgraded, rather than the solid 33,33% for every level? In example, the first +1-3 for either weapon or armor should be guaranteed, therefore 100% success (but still offer a 50-50 chance to hit the fail card, making the attempt null and void but without risking anything other than zeni) Upgrading beyond that point should make the actual percentage decrease for every success card picked, so that at +14-15, it would be only like between 5-10% of actual success rate when hitting the Success card, but still offers the chance to get the Fail card. Makes sense? I think that would be one of the best ways to make the upgrade system more flow'ish, but without being that easy and ragequit inviting.
if tickets will be removed so remove broke card too
Better yet why don't we just give everyone full +15 max stat gear. That's basically what you are saying. Just taking out the hassle of actually upgrading the gear.
Not sure if anyone else suggested this, but how about: Remove the broken card completely, making only the Success and Fail ones be. Moving on, I agree that everyone running around with +15 would be a joke, and not something this game should offer that easily. However, what about an upgrading system that just gets harder for every level upgraded, rather than the solid 33,33% for every level? In example, the first +1-3 for either weapon or armor should be guaranteed, therefore 100% success (but still offer a 50-50 chance to hit the fail card, making the attempt null and void but without risking anything other than zeni) Upgrading beyond that point should make the actual percentage decrease for every success card picked, so that at +14-15, it would be only like between 5-10% of actual success rate when hitting the Success card, but still offers the chance to get the Fail card. Makes sense? I think that would be one of the best ways to make the upgrade system more flow'ish, but without being that easy and ragequit inviting.
How do you decrease the chance of success card? add more cards?
I mean, make only Success and Fail card there, but engineer the Success card so that for everytime you have had your item upgraded and then manage to pull a success card again, the chance for it to actually succeed will be decreased in %. Most other MMO's have that kind of upgrade system, with no chance of destroying your equiptment, but with the success rate scale for everytime the item is upgraded, making it harder (less percentage chance) to actually succeed upgrading as the item get's higher and higher in upgrade level.
Another example: From item upgrade level 1-2 100%. From 2-3 -> 90%. From 3-4 -> 85%. From 4-5 - 80%. From 5-6 -> 70% from 6-7 -> 65%. From 7-8 -> 55%. From 8-9 -> 45%. From 9-10 -> 35%. From 10-11 -> 25%. From 11-12 -> 20%. From 12-13 -> 10%. From 13-14 -> 5%. And lastly, from 14-15 -> 2%. Something like that, adjusted and better in my opinion. Additionally, you still have the chance of pulling the Fail card everytime you want / try to upgrade, making it a 50/50% between picking the Success and Fail card everytime to even get to actually try and upgrade your desired item. Makes sense now :-D?
I mean, make only Success and Fail card there, but engineer the Success card so that for everytime you have had your item upgraded and then manage to pull a success card again, the chance for it to actually succeed will be decreased in %. Most other MMO's have that kind of upgrade system, with no chance of destroying your equiptment, but with the success rate scale for everytime the item is upgraded, making it harder (less percentage chance) to actually succeed upgrading as the item get's higher and higher in upgrade level.
Another example: From item upgrade level 1-2 100%. From 2-3 -> 90%. From 3-4 -> 85%. From 4-5 - 80%. From 5-6 -> 70% from 6-7 -> 65%. From 7-8 -> 55%. From 8-9 -> 45%. From 9-10 -> 35%. From 10-11 -> 25%. From 11-12 -> 20%. From 12-13 -> 10%. From 13-14 -> 5%. And lastly, from 14-15 -> 2%. Something like that, adjusted and better in my opinion. Additionally, you still have the chance of pulling the Fail card everytime you want / try to upgrade, making it a 50/50% between picking the Success and Fail card everytime to even get to actually try and upgrade your desired item. Makes sense now :-D?
I mean, make only Success and Fail card there, but engineer the Success card so that for everytime you have had your item upgraded and then manage to pull a success card again, the chance for it to actually succeed will be decreased in %. Most other MMO's have that kind of upgrade system, with no chance of destroying your equiptment, but with the success rate scale for everytime the item is upgraded, making it harder (less percentage chance) to actually succeed upgrading as the item get's higher and higher in upgrade level.
Another example: From item upgrade level 1-2 100%. From 2-3 -> 90%. From 3-4 -> 85%. From 4-5 - 80%. From 5-6 -> 70% from 6-7 -> 65%. From 7-8 -> 55%. From 8-9 -> 45%. From 9-10 -> 35%. From 10-11 -> 25%. From 11-12 -> 20%. From 12-13 -> 10%. From 13-14 -> 5%. And lastly, from 14-15 -> 2%. Something like that, adjusted and better in my opinion. Additionally, you still have the chance of pulling the Fail card everytime you want / try to upgrade, making it a 50/50% between picking the Success and Fail card everytime to even get to actually try and upgrade your desired item. Makes sense now :-D?
Yeah. It's a bit hard to get straight out from my head and down here described as fully understandable, but it basically just gets harder to actually succeed percentagewise as your item gets higher and higher in upgrade value.
Are you familiar with Eden Eternal's item upgrade system?
For the stones, they could be used to boosten that percentage, contrary their purpose now of being the actual material of even being able to upgrade at all.