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Re-refining Materials

Discussion in 'General Suggestions' started by TheMinceraftian, Aug 2, 2019.

?

Do you support this?

  1. Yes (+1)

    16 vote(s)
    80.0%
  2. No (-1)

    3 vote(s)
    15.0%
  3. Not sure/somthing else would be better (+0)

    1 vote(s)
    5.0%
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  1. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Pretty straightforward suggestion. There is a large demand for Tier 3 materials, but the supply is very small due to randomness. In addition, anyone gathering in order to obtain Tier 3 materials will be left with stacks and stacks of Tier 1 and Tier 2 materials. People should be able to re-refine Tier 1 and Tier 2 mats to try to get a higher tier. There are a lot of possible distribution schemes to choose from, and it doesn’t matter that much what scheme is chosen as long as it’s fairly balanced.
     
  2. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Huh, this sounds really interesting. I'd recommend a bit of elaboration though.
     
  3. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    I don't think it really needs elaboration. Like I said its honestly up to whoever would add the system to decide the probabilities because there are so many possibilities. You put T1/T2 mats in, and have a chance or getting nothing/T1/T2/T3 mats out
     
    Druser likes this.
  4. Essendale

    Essendale Well-Known Adventurer

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    I think I’d like to see how YOU would design a system for this. Wouldn’t it defeat the purpose of having rarities with materials if you could refine them all to T3?
     
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  5. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Oh boy more overly aggressive people lambasting my suggestions. Fine

    The current refining system is two tiered. there is an initial, variable chance of overall success, with failure meaning that you receive nothing, and a hidden probability table which was revealed by salted in this thread. The initial chance of success usually varies between 50% and 70%, but can be higher for lower level mats (level 1 to 20); I'm not exactly sure how its laid out for those levels. However for all of the higher levels the probability of success is 50% when you first unlock the material and increases by 2% per level until you unlock the next material and then it stops increasing.

    Probably the simplest way to do it would be to keep the variable success chance and if a refine "succeeds," have a 90% chance of getting nothing and and a 10% chance of getting the next higher tier. The overhead chance of failure makes it theoretically unprofitable to re-refine materials, but it would still be profitable considering the sky high prices of level 100 T3 materials. This system would help reduce the price of level 100 T3 materials to a more reasonable price, about 89 times more expensive than T1 mats, as opposed to the current price which is around 200-1000 times more expensive than T1 depending on which prices you quote. Its not like everyone would refine all of their materials to T3, there is high demand for lower level T1 materials to level crafting. In contrast, level 100 T1 materials are mostly useless, except to the lunatics who level their crafting above level 100.
     
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  6. tig

    tig EO parkour still sucks.

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    Hes not being over agressive and lambasting your suggestion

    they can still break on a re-refine so you cant reliably turn everything into t3
     
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  7. Je Hooft

    Je Hooft No Longer Hardlocked on A Hunter's Calling HERO

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    Why not just make the chance of getting tier 2/3 materials higher the higher your refining level is.
    e.g. at level 1 mining you have an 80% chance of getting an ingot out of a copper ore. This increases with your mining level until you reach 100% at like lvl 10 (I don't know the exact numbers). However, the chance of getting a tier 2 is still 10% and tier 3 is still 1%. Then you reach lvl 20. Now your chance of refining into a tier 2 is 30% and a tier 3 is 3%. This would triple the chances of getting good refiniments every 10 levels, which I think is adequate as after 10 levels you will be using another tier of materials anyway (and these have a lower chance of getting good refinements).

    Now what this would do is make it easier for higher level gathering profession players to have an easier time gathering good materials for lower levels to sell on the market for instance, giving them an incentive to level up these professions. It'd also give everyone who does level up their professions more of a sense of accomplishment, as not only does every level increase refining success, it also increases the chance of good refinements for lower level gathering materials.
     
  8. Papa Cthulhu

    Papa Cthulhu CEO of the Corkus Trading Company VIP

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    I would like to this. One way it could be done is literally just a re-roll that has a higher chance of failure that way t3 materials would be a little more common but not so much that they become worthless
     
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