Was about to ask if this was considered in the QA post but i thought it would be easier to just make a suggestion thread.
So, quality crafting materials. i would like to suggest having different qualities and rarities in materials, it can be done in a hardcore way like The repopulation where the quality if on a scale of F0 to A9, meaning a ton of qualities, but for oort i imagine something simpler would be in place.
for example, as people know i have been considering to play a crafter, and a thought that struck me with materials was that they will probably not have many different for the same tier so there might be some other way to spice it up, for example quality materials.
Imagine iron ore, lets say there are 4 rarities, Common, uncommon, rare, epic
the chances of getting them are
Uncommon: 1/10
Rare: 1/100
Epic: 1/1000
This would add the skinner box mentality to the game, that we get stimulated for trying to achieve it, because then it would be a bunch of boxes and if they made it so you dont know the quality of the ore before you mine it, you would have the sort of ââthe next one might be an epicââ
The better quality would make better items, meaning that if you want the ââbestââ item you would have to use epic materials to make it, so an epic iron sword might be as good as a rare or uncommon sword. i do admit this comes with two problems
- balancing
- keeping the value in materials, forexample a rare iron ore might not be worth anything in higher tiers, if a system is made which makes it useful in higher tiers it would also encourage going back down in tiers to gather materials, making all tiers of worlds relevant for all tiers of players
Thoughts?