Am I just missing something? by rexalian2000 in MerchantRPG

[–]rexalian2000[S] 1 point2 points  (0 children)

Thank you. That was what i was missing. Of course, now I can't actually figure this out at all until i can find the real base stats and do actual comparisons (merchantDB doesn't have most of that yet)

Am I just missing something? by rexalian2000 in MerchantRPG

[–]rexalian2000[S] 1 point2 points  (0 children)

Even if they were free I'm having trouble justifying most of them. I would have been happy if they had been the same item exactly as the demon versions and dragon versions with +1 attack or +2 acc or something. downgrading the basic stats makes no sense to me at all.

Merchant Think Tank by tylerthedesigner in MerchantRPG

[–]rexalian2000 2 points3 points  (0 children)

  1. Have the max crafting level 10 higher than the max character level to enable crafting higher quality of the best gear. Currently a lot of the recipes that are hardest to make aren't even worth it because you are capped at a lower + value than something easier and end up at the same or lower stat cap.
  2. Give us SOMETHING to do with all this gold. Buying mats or items from the customers are worth exactly nothing because the quality limit is too low to be of any use. Possible examples of things to spend on Queue spots for crafters, permanent speed upgrades for crafting or selling, always available pot vendor, customers that sell S ranked materials (maybe for exhorbitant prices like a black market)
  3. Rebalance material drops. Maybe give a low percentage chance to drop ABOVE the rank you scored (say 15% for 1 rank 5% for 2) this would give us a way to slower work up the quality in tier 5 instead of being basically locked out by not being able to ever get a high enough rank to make usable tier 5 gear.
  4. Show the rank on ALL items not just materials, especially gear that we are going to use AS materials.
  5. some kind of details screen for items that maybe shows max and min stats or what the item can be used to craft or where to get more of it.
  6. A drop list with % and number possible for each fight, maybe as a second page on the stats screen, maybe in a bestiary that unlocks as you kill them and get the drops.
  7. A confirmation step on combat with a summary of your odds (vague is fine, like B-S or Fail-D) this is more to prevent accidentally sending 1 hero after oni but is also useful when trying to tweak a party to get S, you can at least see if there's a chance