(25-07-2019, 07:03 AM)Kaasovic Wrote: Balancing a system like this at the current state of the mod is near impossible, mainly because other then the "normal" and "rare" rarities, there is no hierarchy withing those rarities. I really don't want to find out the individual conversion rate that matches the material.
It would be hard sure but the point is to make it an exchange rate most people will not do unless the outcome is rewarding enough to you. I don't see it as being impossible I see it being work.
You already price mats as devs as you make us pick in tournament awards what group we want.
The exchange rate is the hardest bit to get right here. The more rarities in basic mats you make the easier it will be as it will be smaller jumps rather than guessing how many Worm Roots = a Lump.
Like I said its all up to the devs here. You may make it 2 or 3 or 5 sets of rarities. Hell, you already have 2.
That's 1 group I would make for example.
Hardened Metal
Sturdy Wood
Heavy Cloth
Shade Ore
Coal
Its not near impossible it can be done.
(25-07-2019, 07:03 AM)Kaasovic Wrote: Also your list of hoe you thinks drops should be make no sense at all. You want the easiest bots to kill on the fastest mode to beat to drop the most rare materials? (insert Chris Griffins "¿Queeeeeeee?").
Normal would have the rarest mats yes...? What makes it a "rare" mat?
The drop rate is the factor you are forgetting here.
Also, ill add read my last part
"Doing it this way gives you a good reason to play normal even tho it got a"nerf" in legendaries. If this was done if people really wanted something they can go do that mode and know for a fact it's here"
(25-07-2019, 07:03 AM)Kaasovic Wrote: Do you even think before you post stuff like this?
Would ask the same to you then.