Enchanting and Infuser Stones 11/17/2017 09:19 AM CST
Ive been catching up on my board reading after a break and some of the recent enchanting posts have me concerned...

Infuser stones are purely obtained via paid events. Is this correct? (If they can be found as incidental treasure while hunting the rest of this essay is probably invalid, if not, read on...)

To be upfront, I fully expected that enchanting would require recharging, Id happily support that. Id also happily support retroactively applying this mechanic to "enhancements" to other crafted gear as was hinted at in a previous post. What I am honestly disappointed with though is requiring paid event items have any part whatsoever in a core game system like crafting.

I would like to propose a sort of compromise. Add a creatable item to enchanting called an "enchanters stone". Base all recharging of enchantments off this item. The item could be created from standard gems with the gem size controlling the resulting stone size (small, huge, etc). Each size of stone adds a percentage of the "full charge" back to the enchanted item.

I considered suggesting mana as the fuel supply for these stones but that would obviously exclude the NMUs so I got to thinking spirit health? This is something all guilds have access to, regenerates slow enough and is something you cant burn down to 0 without consequences to prevent spam charging (see next bit). You could ALIGN a part of your spirit, push it into the empty stone, rinse and repeat, then use it to recharge your enchants.

Since the enchants are slated to last for a lengthy period of time even with constant use you could make this a much larger pool to fill than your average cambrinth style of charging. For example, and I am making these numbers up a bit, a small enchanters stone would require 1000 "spirit points" pushed into it and recharge 10% of the enchanted item. Whereas a massive (is that the largest gem size?) would recharge 100% of the enchantment but require 10,000 spirit points. Since 10,000 point would fully recharge an item that could conceivably take a few months to run down you could look at 100 of these "spirit points" being equal to draining half of your available spirit health, so you would be looking at 100 sessions of half spirit health drained over a number of months. This would prevent spam charging, make you need to work for it a bit, but leave this aspect open to all.

You could also factor back in the pay item infuser stones here, using them not as the sole method for recharging enchantments but instead use them for a massive "fill" on the enchanters stone (50% on massive or something like that) saving the user a huge amount of effort which maintains the value of the infuser stones but again, not locking enchanting behind them.

Im not sure if this is an idea people would get behind or if Im completely off base on what Kodius already has planned for enchanting but I thought Id post it and see what people think.

Also congrats for getting to the end of my essay!

Cheers,
Arvedui

The arrow lands a massive (12/23) strike that chills the left knee for a moment with a frosty blow, lightly stunning him.

>>He was a decent Ranger until he took an arrow to the knee.
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Re: Enchanting and Infuser Stones 11/17/2017 11:28 AM CST
>>I would like to propose a sort of compromise. Add a creatable item to enchanting called an "enchanters stone". Base all recharging of enchantments off this item. The item could be created from standard gems with the gem size controlling the resulting stone size (small, huge, etc). Each size of stone adds a percentage of the "full charge" back to the enchanted item.

AFAIK, infuser stones are a current stop-gap measure to recharging glamours. It's also possible that they'll be an option for recharging in the long term, if you choose to use them.

Unless something has changed, the primary way of recharging limited use enchanted devices will be founts, which are a planned part of the enchanting system: https://elanthipedia.play.net/Fount

So the good news is that unless the proposal for how enchanting works changed, what you're suggesting is already a thing.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Enchanting and Infuser Stones 11/18/2017 11:07 PM CST
Founts will be a tool used in the enchanting process, not a method to recharge them.

As for recharging, the intent is for charge-based enchantments to be a consumable just like Gweths, Constellation Jewelry, Gwethsmashers, and more. So you'll have a constant stream of people wanting your services as you craft and sell them. I wish we could have provided that for all crafts. Who knows, maybe we still can.


Durability based enchantments like the weapon flares are intended to last much longer (6 or more months) and as such, you are much more likely to -

* Find an infusion stone as a feeder prize
* Win an infusion stone during an event (paid or otherwise)
* Buy an infusion stone off a trader table
* Buy an infusion stone with a Microtransaction
* Have someone re-enchant the item for you (consuming materials in the process)

We are still early in the life-cycle of enchantments. Rather than risk breaking the economy (as happened with Old Rare Metals) and having to completely remove/nerf them, I'd rather start cautiously and slowly ramp things up.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Enchanting and Infuser Stones 11/19/2017 05:28 AM CST
<As for recharging, the intent is for charge-based enchantments to be a consumable just like Gweths, Constellation Jewelry, Gwethsmashers, and more. So you'll have a constant stream of people wanting your services as you craft and sell them. I wish we could have provided that for all crafts. Who knows, maybe we still can.>

So if Im understanding this correctly, player crafted charge-based enchantments wont be rechargable? I get a flaming sword of ultimate doom enchantment added to my bastie, use it until it wears out and then go back and get another enchantment to add to my sword? Im assuming here that unlike the stuff you mentioned above the base item remains intact? Putting an enchantment on a tyrium sword and having the sword turn to dust when the enchantment wears out would be somewhat upsetting.

<Durability based enchantments like the weapon flares are intended to last much longer (6 or more months) and as such, you are much more likely to -

* Find an infusion stone as a feeder prize
* Win an infusion stone during an event (paid or otherwise)
* Buy an infusion stone off a trader table
* Buy an infusion stone with a Microtransaction
* Have someone re-enchant the item for you (consuming materials in the process)>

3 of those 5 require pay items which was my concern originally.
Feeder prize... Is this random item drops from hunting like the occasional treasure map or scroll? Meaning infuser stones will be added into the base treasure drop system.
Have someone re-enchant the item for you (consuming materials in the process)... Re-enchant is fine. Consuming materials in the process? Are these materials found in game or pay events?

Cheers,
Arv

The arrow lands a massive (12/23) strike that chills the left knee for a moment with a frosty blow, lightly stunning him.

>>He was a decent Ranger until he took an arrow to the knee.
Reply
Re: Enchanting and Infuser Stones 11/19/2017 10:31 AM CST
>>Putting an enchantment on a tyrium sword and having the sword turn to dust when the enchantment wears out would be somewhat upsetting.

No, I never said that. Enchanted items won't disintegrate. Charge-based items (which flares are NOT) will simply lose their enchantment. Durability-based enchantments will go dormant until recharged or replaced.


>>Feeder prize... Is this random item drops from hunting like the occasional treasure map or scroll?

Yes, we've been discussing adding infusion stone to those or some other in-game system (tasks or workorders perhaps). The difficulty is how we scale it so someone isn't able to roll up an army of F2P bots and farm them.


>>Consuming materials in the process? Are these materials found in game or pay events?

Sigils (the materials I am referring to) will be available in-game and outside of pay events.





"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Enchanting and Infuser Stones 11/19/2017 12:17 PM CST


> Yes, we've been discussing adding infusion stone to those or some other in-game system (tasks or workorders perhaps). The difficulty is how we scale it so someone isn't able to roll up an army of F2P bots and farm them.

What about a wizened wizard that moves around similar to the extreme shop in TF. He'll sell # infusor stones for 450 plat each (of the local currency) and then moves again, up to # jumps per month. Everyone is allowed to buy one per account, resetting monthly.

Alternatively, make it premium only, put it in fang cove with a random spawn window, and sell a limited for 200 platinum lirums each. That allows for some resale, gives a nod to premium players.

This may be unfair to the game as a whole, so you could also make it a limited quantity item (again, random spawns during the normal rotation with an expected quantity released per month) that you buy from the Muspar'i trader shop. Locking it behind a 20th circle trader will prevent the F2P army from gaming the system. This will also encourage travel, and give a reward to traders who want to put them out in their shop or use them as a service they can provide for plat.
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Re: Enchanting and Infuser Stones 11/19/2017 12:29 PM CST
>>Yes, we've been discussing adding infusion stone to those or some other in-game system (tasks or workorders perhaps). The difficulty is how we scale it so someone isn't able to roll up an army of F2P bots and farm them.

It's a double edged sword. Having them behind a paywall (current) is frustrating, especially to those who don't choose to participate in the pay events. On the other hand, if you place them into the treasure system, Larry will pretty much ruin that generation rate in about fifteen minutes.

I'm excited for enchanting, don't get me wrong. I'm not over-the-top thrilled about requiring infuser stones to recharge enchantments, but I can make the personal mental jump to saving those for expensive/rare mat enchants.


Samsaren
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Re: Enchanting and Infuser Stones 11/19/2017 01:20 PM CST
>>I'm not over-the-top thrilled about requiring infuser stones to recharge enchantments

I might be misreading things completely, but it doesn't sound like infuser stones are required as much as one option to take when recharging an enchantment. This is similar to how the shimmering outfit works, where you can have a moon mage (or lunar magic user in general?) recharge it, or use an infuser stone. https://elanthipedia.play.net/Item:Shimmering_outfit.

So if/when an enchantment runs out, you take it to someone who can do enchantments to recharge it through the enchanting system's repair system (whatever that will involve), or you can use an infuser stone.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Reply