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I don't mind finding stuff that's a range of quality (and we already do, technically, since the materials vary a lot), but I would like a way to ensure my own quality. A smithy and/or good tools makes sense to me...
So far I'm really liking the change as before you could get plenty of resources from just research and quests that you could make good enough gear and never need to worry about harvesting things at least at middle of the road difficulties, I'm a scrub so don't play at the crazy godlike level a lot of people do yet.
in both cases its at most few % to get bad or good quality item.
If not, I would like to suggest that there be a way to negate the low quality chance, for example having the highest quality smithy and/or tools, catalysts, etc. I would also like the item completion tooltip to open the info sheet rather than the inventory in general. Thanks!
as for item completion info, its a bit more complicated as in many cases players wanted to be able to remanage workers. Now with this new feature I see why this option became equally interesting but I'm not sure how to squize both without deeper changes to the ui which is limited by the fact we need to do for everything localization etc.
crafting skill now lowers the chance for poor quality items, catalyst quality improves chance for good quality items (smith required). Poor quality item is tested first therefore blocking ability to even check for good quality if item received bad quality ;)
- Xcolibri
That's great! It's nice to see a use for different catalysts and additional reasons to have high level crafters in your town. Is it live now?
I'm afraid I don't quite understand what you mean about the poor quality item test. Is this right?
1. Test for quality influenced by crafter skill.
2. If normal, test for good quality, influenced by catalyst quality (smith required)
3. If poor, create poor item, no test for quality.
Finally, can you confirm that low crafting skill and low catalyst quality does not penalize (with negative chance)? Rather, it does not confer a bonus?
chances for poor quality item
you have 20% chance - craftigng skill of the main crafter - item bonusses - buildings' (smiths') crafting bonus.
Minimum 1%
if you didnt get poor item and you have smith you have 5% + (0%-10% based on catalyst) for a good quality item. so even weakest catalyst gives you some chance to get good item, but better catalyst gives you more :D
Regarding my other request, I see what you mean. I thought the new item button opened the inventory but instead it opens the crafting screen for reassignment. My mistake.
My main goal is to know if I got a good or bad quality item. How about a gold background for good quality and gray for poor? Green is standard like usual.
Of course, my original idea also works. We already have several ways to get to the crafting production and no fast way to see item details without an inventory hunt.
Thanks for all your attention and awesome work. ^-^