Item Upgrade System Improvement

  • Can you elaborate this whole idea. coz i don't get it 100%. does it means when my weapon reach certain exp or 100% doi get 100% of success rate on upgrading my weapon. please enlighten me.

  • Let's say you upgrade your weapon to lvl 5 ok?

    Once you reach lvl5 you see your experience bar with 0%. Afterwards you can decide if you want to upgrade without XP (chance is kinda low)

    But you can go dungeons, kill enemies and obtain experience. (your items have a own experience bar/lvl gain).

    Your upgrade chance is 100% once you reach 100% with your item (+ a additional chance to get 1 additional stat one timy only).

    You can do it over and over again until your weapon is 9

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  • Can you elaborate this whole idea. coz i don't get it 100%. does it means when my weapon reach certain exp or 100% doi get 100% of success rate on upgrading my weapon. please enlighten me.

    It is equivalent, it is redundant to try to upgrade a weapon if you know you will get a guaranteed chance of upgrading; there is no purpose in taking a risk of upgrading before maximizing the experience gained for the weapon unless it takes an untenable amount of time, or the upgrade chance is already good enough for low +. This mechanic would decrease the sales of anti-destructs and strength expansion tickets, and increase the value of grinded weapons, which is why it is highly unlikely they would implement it. Unless they made +9 2,000 hours of grinding, +8 1,500 hours of grinding - but it would promote an ecosystem of traded weapons, only if and if soulbind dissolvers were accessible to non-paying users.


    I'm presuming a proportionate increase in success rates in correspondence to EXP values.


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  • i like the idea of this, this will benefit f2p who spent hrs and hrs of grinding the weapon and resell it. but then again the soulbind dissolver is not tradeable. i hope more people will throw their suggestions/ideas like this!

    good work Yagyu4k !

  • I like this idea but if AND ONLY IF the amount of grinding it takes to lvl the weapon to 100% approximates the average chance of upgrading to the next level. Basically it should be a way for players to guarantee reversion to the mean, and NOT interfere with the current difficulty/economy of upgrading.


    If it's faster to grind 100% than the average chance to upgrade to the next level, you might as well remove trisha from the game altogether and just have the weapon automatically upgrade once it hits 100%, as it would be illogical to waste resources attempting mere chances of ana upgrade when its more efficient just to grind for a guaranteed upgrade


    Tuning is key here

    Edited 2 times, last by Bumluffa ().

  • While I like the idea, I don't think that will ever happen. You basically go against what LionGames want you to pay for. This is basically asking to give out products for free. I am note supporting such an naiv idea. Please try to refine it first, afterward I may rethink my opinion of this. For example, you may still require a 10~20€ cash shop item to upgrade it once the exp bar is full. Or even multiple depending on the upgrade level.

  • Fashion, housing, akashas, brooches fine.

    But you can't buy wuc's anyway (anti-destruction is easy to farm). I don't think its against the politics. Korea have a good chance for upgrades anyway.

    The more happy the players are the more they pay for other stuff. This is what each kind of company need to understand.

    Tons of cash for 1 month or keep a game alive with more players and get more money over the years? I prefer the second method :)

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  • What would be better in my opinion is that for every failure of an upgrade, you would accumulate additional success rate. For example upgrading from lvl 3 to 4 you would get +20 success rate. 1 Failure gets +20% next failure another 20% which adds up to 40%. The higher the upgrade level the lower success rate gain.

  • Surely the next week WUC cost 100 mil. Currently about 80 mil.

  • your idea could be great but thing is if you just tell 100% xp = +1 then the grinding / farm cap is far lower and all the interest in the game is lost, because honestly if you reach instantly +8/+9 then where is the fun ? Just pass to the next mmo ?