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You are correct. There is no direct bonus to leveling up your gear. The only bonus is gaining points for applying enchantments. The system originally allowed armor and accessories to use all 5 slots that weapons can use, but after a lot of feedback, I limited them to 3 for armor and 1 for accessories. I haven't come up with a good solution for them regarding the level cap yet.(Since the maximum number of points accessories can have is still 40 but you can only use up to 10) I'll consider both options you mentioned. I'm trying to stay away from mastery and affinity because my mod is strongly influenced by Warframe's modding system and I'd like to stay away from flat out copying anything they do. I will consider changing the name though. Adding stats is less likely, but maybe.
Enchantments-
I'm a bit confused why you describe the enchantments as underwhelming. The majority of feedback I've had from players so far is that the 40% damage/critical/speed enchantments are way too overpowered and should be nerfed. That is the reason I made a config for allowing players to adjust the enchantment strength. I do personally agree that a 3% damage enchantment on a 5 damage copper short sword is very underwhelming. I think a 10-20% boost would make much more sense but that would be too powerful for tier 0 later on in the game.
I do think having early game enchantments geared towards early game struggles would be good. Like you were saying, increased damage to undead enemies. (There's definitely not a field for undead on NPCs but it's not a problem)
I don't understand why you think this: "There's nothing that encourages me to convert my weapon into xp because with my next weapon/armor/accessory upgrade the power jump will be too large to care."
Offering an old item is always more beneficial that selling it.
-You get ores that are slightly more valuable than the value of the item if you were going to sell the item.
-You get 60-100% of the experience back as essence depending on enchanting table tier.
-All enchantments and power boosters on the item are returned to the player.
The whole point of the Offer system is to allow you to keep the bonuses and progress you've earned and transfer them to your new items as you progress.
Again you mention that the enchantments aren't strong enough to be worth engaging. Are you aware of how to upgrade enchantments? You start with the tier 0 ones and use essence and a higher level containment to upgrade an enchantment to a higher tier. The progression of normal dps enchantments like damage/critical chance and speed is 3%, 8%, 16%, 25%, 40%. Are you saying all of those numbers are too low and not worth engaging or just the 3%?
-Mod Mindfulness
There is one issue with Magic Storage that I'm aware of which is enchantments and experience will be lost if you craft items within the magic storage interface. I will revisit it when I have time, but cross mod compatibility especially with something as advanced as Magic Storage is a very advanced topic/skill I haven't developed yet.
Can you be more specific? I've used Magic Storage a little in the past, but I don't understand what you mean by this:
"But for something as simple as keeping up with what tier of crafting table you are capable of making is borderline impossible because unless you make the conscious decision to look up if you have the materials to upgrade to the next tier, you will NEVER know how many resources you have."
It's phoenix, I appreciate the negative/constructive feedback. I think it's the most valuable type of feedback for improving a product. I look forward to seeing your response and I'll keep your recommendations in mind.
-Gear Levels
:)
-Enchantments
So when I say enchantments are underwhelming what I'm particularly pointing out is the early to mid-game experience. The percentage floor for the enchantments just seem really low considering how quickly you progress in this game. So yes, what I'm really worried about here is that 3%. To really bait me into this mod and make me feel like the enchanting system is ESSENTIAL, a bigger percentage is warranted. Maybe that 8%. Of course I say all of that not knowing if you ever wanted this mod to be something that people invest in and build their entire playthrough around or if you want this mod to be more of a supplemental/alternate build type thing. In either case, I still think the floor is a bit low. If it's just me saying that, feel free to ignore this bit of the feedback.
When I say the power jump is "too big for me to care" I think the main issue I'm hinting at here is that outside of the extra money and ores the other benefits are only benefits if you are already engaged in the enchanting system. I pointed this out earlier but right now, the incentive to engage with this system just isn't really good enough quite yet imo. I won't repeat the better bait thing since I think you understand what I mean by that.
The other problem I was having was just the lack of enchant variety on offer. That point might be unfair though. This mod is young and has a long road ahead of it. I'm sure you already have ideas in mind for what you can do to add variety.
-Mod Mindfulness
Yeah I expected strong cross compatibility to be a pretty extreme suggestion. Especially considering that I'd basically be asking you to get rid of the physical crafting table and create a dedicated UI for it instead. It was far enough outside of the scope of the mod that I was tempted not to even add that in but I decided to just to show I'm interested in it happening.
Sure. So let's say you are using the Dusty Tier of Enchantment Table. To actually use this enchantment table, you'd need to put it down outside of Magic Storage. Well as you progress and gain more materials whether that be via gathering or fishing, or maybe even boss drops, if you wanted to check if you had enough materials to raise the enchantment table level, you'd need to break the table, put it into magic storage, then hunt around (or filter search) for the next tier. There are workarounds to this, like just making a duplicate table and keeping 1 in storage at all times. Or if you have a recipe browser mod then you can actively research what you'd need for the next table. The main issue here is the extra steps you have to take to progress to the next tier. It's not the end of the world or anything. Not by a long shot. But it's not exactly seamless either.
I'm happy to hear how well you took the feedback btw. I know it's difficult to hear people point at your ideas and tell you those ideas aren't "what they'd do". It's not easy to take feedback on the chin and I just wanted to point out that I appreciate you taking the time to even engage with my points. If you have any other questions I'm happy to clarify further.
The UI was originally opened with a keybind because I used a ton of code from someone else. I added the right click an enchanting table to open it because I wanted it to feel like you're actually using the enchanting table to craft. Granted, that makes it less compatible with Magic storage. I think that will just have to be an incompatibility. I do plan to make more ways to store enchantments like another ui while using the enchanting table or a bag to hold them, but that's pretty far away.
I do see what you mean now, but I don't know if there's going to be a good solution with integrating with magic storage on that level.
I agree that the early bonuses are a bit lackluster and would like them to be a bit more early on, but I don't think There is a ton I can do to fix the 3% things. However, I could make early game geared enchantments. One in particular I think would be very useful. A low costing enchantment that has upgrade values way less than normal ones and costs less that gives bonus damage based on the rarity of your weapon. I'm thinking +50% at tier 4 on a rarity 0 weapon. That would make it so +20%, 28, 36, 42, 50% damage for t0 to t4. And decrease the bonus by 20% per rarity above 0. Basically, It's very easy to get and powerful on very weak weapons and looses effectiveness on stronger weapons.