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World Crafted Item Disassembly [58 Votes][93% Support]

Discussion in 'General Suggestions' started by TheMinceraftian, Apr 5, 2019.

?

Should this system be implemented?

  1. Yes

    58 vote(s)
    93.5%
  2. No

    4 vote(s)
    6.5%
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  1. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Edit: I got this thread unlocked and added my new one here. I left the original post unedited for reference even though the ideas are a bit dated.

    _________________________________________________________________

    When the Economy Update dropped, most people wrote off crafting as pointless and a waste of time. Some people, like me, have invested hours and hours grinding and pushed the system to its limits in the name of creating something that is actually usable. However, it seems that every few weeks the item team drops an update that crushes any current meta. But that’s not the thing I have an issue with. It’s the fact that every update makes countless crafted items absolutely unusable, some of which were worth dozens of LE. Take for example pride of the heights. By changing the effectiveness bonus from the right to the left, it essentially destroyed any previously made crafted item using it. How can the item team expect dedicated crafters to invest in the system when at any point your items could become worthless? The worst part is that pride of the heights wasn’t even truly nerfed. People can still use it in exactly the same way they did before, just putting it on the right instead of on the left. But everyone who had already made anything is left high and dry.

    The solution I propose is a crafted item disassembly system. By paying a small fee, up to a few LE for items made with T3 level 100 materials and lots of T3 ingredients, you could be refunded all of the ingredients used to craft the item and half the materials (the same amount required to craft it with a profession speed bomb). This would allow anyone affected by ingredient changes to remake their item without suffering a total loss.

    One problem with this system is that people will use it to, in effect, reroll crafted items. It is important for the cost to be balanced well so that people don’t abuse it (excessively, as people will always use it to some degree for this purpose). This is especially important because the price of dissembling a crafted item wouldn’t increase the more times you do it because there is no way to track how many times an item has been disassembled. A potential solution to this problem would be to implement a reroll counter on materials and ingredients as well. The way this system would work is that any material or ingredient used in a crafted item which is disassembled would get tagged [1], [2], [3], and so on. If items with higher tags are used in a crafting recipe, it would increase the cost to disassemble.

    In conclusion, I think this system would alleviate some of the pain crafters experience trying to make something worthwhile. In addition, it would be another money sink which we all know Wynncraft needs more of. I don't see any glaring downsides of implementing this, and it would ease tensions between the item team and crafters.

    _________________________________________________________________

    In hindsight, any kind of item tagging system would be massively over-complicated and nearly impossible to implement. So that only leaves two ways to balance it in order to prevent abuse: the cost, and how much of the ingredients/mats used are returned. I am a bit biased, but I think that the disassembly should always return all the ingredients, and half (same as the amount required during prof speed) of the materials (to prevent material duping with speed bombs). With that in mind, I set out to create a formula for the cost.
    I decided to base the formula on the amount of xp yielded by the craft. I think this is fair because it centers around balancing it to ensure that people can't "buy" prof xp too cheaply by disassembling and then crafting again. That will always be an option available to people, but the goal is to make disassembling drastically more expensive than just buying more mats and ingredients. For those who don't know, all tier 1 recipes with 6 tier 0-1 ingredients go up to about 80,000 experience at level 105. All tier 3 recipes with 6 tier 3 ingredients go up to about 700,000 experience at level 105.

    I came up with this general formula: https://imgur.com/a/eZ8GJCe
    Where y is the disassembly cost in emeralds, x is the average xp yield from crafting the item, and a and b are constants.
    An example for values of a and b that I think works well are a = 0.4 and b = 7000
    Here is a desmos link to the graph with adjustable sliders: https://www.desmos.com/calculator/xs7pkgzzgu

    Edit: I've noticed some problems with using only the xp obtained to calculate the disassembly cost, so I created this new formula: https://imgur.com/a/N6umwbE
    Where y is the disassembly cost in emeralds, xp is the average xp yield from crafting the item, lvl is the level of the item, and a and b are constants.
    The current numbers I am using for a and b are a = 2 and b = 0.96

    I think that it is definitely possible to balance the cost to make it prohibitively expensive to reroll for xp. In 99% of cases it would be cheaper by several-fold to just buy more ingredients and mats instead of disassembling.
     
    Last edited: Jan 17, 2020
  2. akita neru

    akita neru boop beep HERO

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    Another well thought through and explained suggestion within a day? I must be dreaming
     
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  3. yellowscreen

    yellowscreen Certified Lurker

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    Neat idea! However, I think most people could use this to quickly level up crafting.
     
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  4. tig

    tig EO parkour still sucks.

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    maybe could put a tag or smth on the refunded items to not give you xp
     
  5. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Using the disassembly system for rerolling and for “free” xp are two parts of essentially the same problem. It might not be possible to balance it to discourage spamming using the cost alone. However, the prevalence of profession speed bombs being dropped has decreased over the past few months after the update, and if people choose to craft without double speed they will only get half the materials back. As I have mentioned, a tagging system could be used to restrict the xp gained or increase the cost to disassemble for items crafted with materials and ingredients obtained from previously disassembled items.

    On another note I believe that a system like this is possible to actually implement from a technical standpoint. As shown from the way that nerfs affect already crafted items, all crafted items carry information that describes what materials and ingredients were used to make them. This means that even crafted items created before this hypothetical system is implemented can be disassembled.
     
    Druser likes this.
  6. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Here's an idea - disassembly doesn't return materials, but has an x% chance to return ingredients based on their tier - perhaps 10% for T0, 20% for T1, 50% for T2, and 80% for T3. This would help prevent using this for xp grinding, while still allowing people to recover from nerfs.
     
  7. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    A lot of the time the 9 (with double crafting speed) materials make up a large portion of the value of the item, going for around 2le each. I may have a bias but if there are other ways to mitigate the problem, and you are already spending possibly several LE on the disassembly process for expensive items, why not return everything?
     
  8. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff paladin.

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    As people stated above, the only issue I see is people using it to level.
    Another fairly simple option is to make materials and ingredients with a reroll on them simply not give any xp.
     
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  9. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    Bumping because I want staff to see it.
     
  10. btdmaster

    btdmaster Famous Adventurer VIP+ Item Team

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    This is an actually great suggestion, congrats. I definitely agree that it's annoying to have your crafted items nerfed every other week or whatever so you got my support. And yeah, definitely abusable unless as you said, somehow incorporate a system to detect whether they are returned ingreds or not. Overall, amazing suggestion!
     
  11. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    As it turns out, item team screwed with pride of the heights specifically to kill any old items made with it. Because pride of the heights can't be used for certain professions anymore, they wanted to make sure people couldn't hold on to usable uncraftable items. (I have a trusted source on this info). Why the hell didn't they just make the items made with ingredients which are no longer usable in that profession simply unwearable?
     
  12. Altakar

    Altakar former 1000+ day counter moth Item Team

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    What confuses me more is that they didn't do this to Obelisk Core when they removed two of the professions on it, and yet they shot PoTH. The way I see it if you wanna make a big change please be consistent with your rules.
     
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  13. robincaiye

    robincaiye ♧ the local (broke) emerald dealer HERO

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    Very well thought idea, and although I barely have experience in crafting, I feel like this could be implemented, for high level items, for their increased amount of ingredient slots and needed materials. The leveling problem I think could be fixed either by reducing the importance (as in the xp it gives) of the ingredient massively, to the point when the ingredient was disassembled a specific amount of times based also on its level, it would give no xp. The drop of ingredients and materials should vary, with percentage values i my opinion too. That's all I have to say. Good idea, should be implemented. I say yes.
     
  14. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    I think one of the biggest issues with the crafting system, on a general level is that there is no urgency for the item team to get it right the first time. They constantly make short sighted changes which create broken combos, not very hastily followed up by devastating nerfs. When they break something there is no need to fix it in a hurry, because their changes magically affect all crafted items. But the longer they wait, the more people are hurt by the lack of thought put into the changes.
     
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  15. CanadianMacaroni

    CanadianMacaroni Professional Canadian HERO

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    Yeah, it would be a good idea but it would be better to not give xp if people re-craft the item.
     
  16. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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    For the record, nobody is saying that re-crafted items should give xp.
     
  17. RazorGuild

    RazorGuild FEATURED WYNNCEAFTIAN (WIP) (IM MAKING IT BIG) HERO

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    +1 very well thought out suggestion
     
  18. Zerzav

    Zerzav Newbie Adventurer

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    I have not gotten too far into crafting (Jewelry 50.) and have no intentions of actually wearing crafted gear (Or to continue leveling Jewelry.) although I don't think this could hurt the server.

    In my opinion it would just give crafters the option to take materials used on an item to remake that item especially if they found better mats to cope with the current item to make it even stronger at some point rather than farming the mats over again. If it was balanced and took a good amount of LE I also think it granting experience wouldn't be game breaking. (I could be wrong.)

    Anyways cool idea, I support this!
     
  19. minibuilder789

    minibuilder789 Skilled Adventurer

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    grrrrr devilish item team reeee
     
  20. TheMinceraftian

    TheMinceraftian Well-Known Adventurer HERO

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