Undead Horde 2: Necropolis

Undead Horde 2: Necropolis

SooperDoop Apr 1, 2023 @ 6:43am
What's the deal with crafting and sacrificing?
Currently you take 3 items from your inventory. None of them have a marking to tell you if they are equipped. Of those 3 items you put in they are more than likely going to be all purple so you can get another purple item. The problem is you cant even preview what item you are going to craft, you can't select which affixes and prefixes you want to keep, and you have to pay gold on top of it to make the item.

This is not crafting, crafting denotes a hand selected process to get what we want and thats not what we have. We have gambling. No not gambling in the sense where we are putting real money into it in hopes for a profit. It's the fact that you lose 3 items and gold without seeing what you are going to get in the process.

Crafting and Sacrificing need to be overhauled into a system that actually works because as it sits now I'm better off just selling the items and refreshing the shop until I get what I want.

I only see three logical solutions to this problem.

1. Overhaul the system to actually be crafting. (This will require the most work from the devs)

2. Remove "Crafting" and just keep Sacrifice. That way we wont get confused on the difference between the 2.

3. Rename the system to "Item Gamble" or "Item Shuffle".

TL;DR

Crafting Bad, Shop Good.
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Showing 1-7 of 7 comments
Soul Apr 1, 2023 @ 10:38am 
I agree on the whole marking items you have equipped and also add items that are in stash vs inventory.. maybe just highlight items with bold colors around border or something to show which is which....

as for crafting vs sacrifice... havent really used sacrifice much myself but seems like sacrifice 3 for a random one...... but the crafting part can be somewhat controlled.... once you place all 3 in place you can see what the first affix with be with something like "deconstructing" which that name means it has guaranteed increased building damage.....

the first crafting piece will be the main item.... put a hammer it will be a hammer.... put a hammer of deconstructing it will be a hammer of deconstructing.... so if you want a specific type of buff and weapon you can place it in first slot...

second crafting piece will be a "pool" of a random affix to give it.... so if you wanted to have increased xp for your first item... you'd place a item with increased xp here and have a chance to have it added to the main item...

the piece is to determine the level and rarity of the item.... place a epic here and the main item will be epic of the same level as what this piece is...
SooperDoop Apr 1, 2023 @ 3:12pm 
Originally posted by Soul:
but the crafting part can be somewhat controlled....
I feel like once we sacrifice items, those affixes and suffixes should be stored into a bank. Then when we craft, we can choose which suffixes and affixes we want that are in the bank to place on whatever item we want to craft. Crafting should be fully controlled.

I'd really like to be able to break down the unique (green) items and use some of those stats on other items. But I still feel like crafting is a total crap shoot in terms of stats.
Soul Apr 1, 2023 @ 6:18pm 
Originally posted by HonestGameRant:
Originally posted by Soul:
but the crafting part can be somewhat controlled....
I feel like once we sacrifice items, those affixes and suffixes should be stored into a bank. Then when we craft, we can choose which suffixes and affixes we want that are in the bank to place on whatever item we want to craft. Crafting should be fully controlled.

I'd really like to be able to break down the unique (green) items and use some of those stats on other items. But I still feel like crafting is a total crap shoot in terms of stats.

i havent really gotten too deep into it.... but I admit I had a mindset on the whole system like you originally till I tested it some more on my end.... and it took me like 2-3 tries to upgrade my gear the way I wanted it to before switching to Era 2... I would just go to merchant and buy what parts I needed then forge them at the anvil... plus that green gear that are unique items.... I havent tested them at the anvil yet... but they drop on higher Era's with stronger versions from the previous area.... I saved the originals in vault to compare...
mrqs  [developer] Apr 3, 2023 @ 12:08am 
Originally posted by Soul:
as for crafting vs sacrifice... havent really used sacrifice much myself but seems like sacrifice 3 for a random one...... but the crafting part can be somewhat controlled.... once you place all 3 in place you can see what the first affix with be with something like "deconstructing" which that name means it has guaranteed increased building damage.....

the first crafting piece will be the main item.... put a hammer it will be a hammer.... put a hammer of deconstructing it will be a hammer of deconstructing.... so if you want a specific type of buff and weapon you can place it in first slot...

second crafting piece will be a "pool" of a random affix to give it.... so if you wanted to have increased xp for your first item... you'd place a item with increased xp here and have a chance to have it added to the main item...

the piece is to determine the level and rarity of the item.... place a epic here and the main item will be epic of the same level as what this piece is...

well explained :steamthumbsup:

the equipped info is shown on the top of the item info popup when selecting, plus beside the item icon after one is selected - though i guess we could also distinguish between inventory and stash there
SooperDoop Apr 3, 2023 @ 12:43pm 
I guess my true hang up is if the shop and crafting draw items from the same exact pool and crafting cant change anything about an item, say have a weapon with 3 stats that are the same like 3 raise area % or 3 + animal attacks, then there is no need to go near the anvil.
Soul Apr 3, 2023 @ 4:21pm 
Originally posted by HonestGameRant:
I guess my true hang up is if the shop and crafting draw items from the same exact pool and crafting cant change anything about an item, say have a weapon with 3 stats that are the same like 3 raise area % or 3 + animal attacks, then there is no need to go near the anvil.

starting in Era 2 you start seeing red drop items in shop.... they provide 4 attributes.... I took blues and yellows for first 2 of items and put a red item in third slot... and I was able to make murdering skull / amulet of the night king.... provides unit damage boost, raise duration cooldown... command cap both fixed and percentage values...

I did similar for weapons... took a blue scythe and blue fire stick as first choice... gave the scythe a blue with deconstructing and exp increase and tossed on a red for a red scythe... and for fire stick gave it a mix of items that made it have mana regen and mana on raised unit plus raise dead duration...

so starting on Era 3 now and my character is rocking full red gear.... 4 affixes on each... I think i also have at or close to 100% xp gain too... over 100% gold coin drop rate.... raise dead cooldown and duration at about 95%... deconstructing I think over 150%... 2 items with command cap over 150 and a percentage increase to make that value even higher... mana regen almost 200%... plus mana regen from raise dead...

you couldnt get all that from just drops alone... at least if you could not at the point where im at yet.... crafting has some RNG but like I said can be controlled if you pay attention to what the names are and what they mean.... deconstructing is building damage... studious is xp gain... bezos is gold gain... and so on...
culixstar Nov 29, 2024 @ 10:10am 
I feel the anvil is more aggravating than helpful. Nearly every item I find that has an useful affect on it, never gives the only useful one to the newly crafted item. super annoying.
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