Modifiers

Modifiers
effort 4.5 4 quality 4.25 4 reasonability 4.6 5

This is a little riff on @DubiousLittleTyp0 's suggestion.

I know most people (me included) were on board with the new essentia idea, but i wanna address the concerns:

  • 1st- Essence in Boss Drops. I cant say this is a fact, but i’m like 97.3% sure vetex didn’t give them essences because he wanted to make chets items stand up to boss items somewhat

  • 2nd- Vetex technically vetoed this suggestion because he specifically stated that those new modifiers wouldnt have essence, it was intentional

  • 3rd- it doesnt solve the main problem which is RNG. It lessens the burden, but you still need to pray for: a good treasure chart; an island, ideally more, that contain the desired modifier; the rare essentia drop.

  • 4th- it takes away the novelty of dropping a somewhat custom item from a long expedition

My suggestion is rather simple:

Change how treasure charts work

  • First, treasure charts now come as “frozen treasure chart”, “sandy treasure chart” etc.

  • Then, treasure charts are no longer lost on death as they’re not activated on pickup.

  • Now, you gotta activate a treasure chart. In doing so it turns into the current system where if you die you lose it.

  • As treasure charts now need to be activated, they should also be tradable.

  • Being a “Frozen” treasure chart, for example, means that the last island will be one that can grant you the “frozen” modifier. And its guaranteed that you’ll get at least one item with said modifier.

  • At the same time, being a “Frozen” treasure chart, for example, also means that the chart has more chance of taking you to islands that can grant you the frozen modifiar along the journey.

This solves a couple problems:

  • it lets you target what kind of modifier you’re hunting for

  • it keeps the novelty of randomly generated items

  • it creates another market since now you can trade treasure charts

  • it avoids creating even more metamancing builds, since with essentias you could just add bonus stats to boss drops which is what i think vetex tried to avoid in the first plac

Well… That’s all folks!

7 Likes

You can tell that i like my lists

1 Like

“This suggestion is a different one to remove inventory clutter! “
adds a system which will absolutely clutter your inventory

Anything to help with modifiers though

the suggestion is alright but this would add the same amount of items as adding more essentias would without fixing the grind problem

the issue isnt the chance of getting a modifier its getting a modifier on the item you actually want it on and essentias fix that while taking the same amount of space

I realized that midway through, my bad lol

In all honesty tho, essentia would probably occupy the most cluttered tab, that being ingredients, reagents and gems

Maps would probably go under tools which is arguably less cluttered… Its not better overall but is easier to find i guess

Ok, but they would be in the “modified” section, like Atlantean essence. This would make them very easy to find assuming they stack

So, i fully agree with you and with Duvious

But i try to suggest stuff following what we can get from vetex logic and i’m pretty sure his reasoning behind not adding essentia to otger modifiers is as follows:

Essentia can be applied to boss drop, these modfiers are meant to make chest loot diverse and viable. Im not adding essentia because it would just make people cater to boss drops again

On the other hand, atlantean essence is fine because it has a somewhat logical drawback to it

When i suggested this i did so in a way i think is more likely for vetex to add, while fixing the map issue that has been bothering me for so long:

Sometimes i want to just play the game, some times i want to just hunt treasures. I fan never do either because i always gotta farm my treasure charts whenever i log back in

(Tho i realize that mentioning inventory clutter was a bad play on my part)

Anyway, this suggestion is pretty nice to have. If this is implemented then I wouldn’t be against it.
Regardless, I’ll be pointing out what I believe to be an issue with this suggestion. Although not all issues would be objective, I hope you’ll try to address it either way.


Firstly, I don’t think this suggestion solves the first issue you pointed out though.
As effectively, you’re simply renaming “Blasted essentia”, “Frozen essentia”, etc. into “Blasted treasure chart”, “Frozen treasure chart”, “Superheated treasure chart”, etc.


Second, this suggestion doesn’t fully solve the third issue which is RNG.
So rather than praying for good treasure charts that contain the island that contains the desired modified items (or essentia), you’ll still have to pray that you get the “modified treasure chart” that you desire.

There is still kinda less RNG involved though because you can kinda target the modifiers you want, so it’s pretty nice I guess?


And lastly, I believe this suggestion now introduces the problem of “stockpiling”.
As of now, treasure charts are temporary and thus are lost when the player dies or leaves the game. Thus introduce the risk and reward that’s exclusive to treasure charts. So it’s valuable in a way to encourage players to go chart hunting I guess?

Turning treasure charts into permanent items would remove all the risks because you can simply activate one and no longer have to worry about staying alive. After all, you only lose the one you have activated.

And because treasure charts are now permanent items, you can passively get more treasure charts over time, thus (usually) removing the need to go out of your way to grind for treasure charts whenever you need the modified items you want.

As for if you can consider this to be a real problem? that’s up to you.


Also what to do with the current treasure chart rarity system? Do you just make it so that when you activate the treasure charts, the activated treasure chart has its rarity set based on chance?

Well, let’s just assume that this is the intention.


After saying everything about my criticism, anything to help with grinding for modifiers is better than nothing I guess? That’s why I am not against this suggestion.

3 Likes

Wym modified section? I was talking about the tabs like weapon, armor, items etc

The “modified” filter, Atlantean essence counts there, so the other essence would too

Wait, ur telling me that Atlantean essence, an item as rare as it is, has its own “item type”, reserved for only itself? But reagents are still labelled as items???

Now i have a bigger problem to grieve about

No, modified items are also there, Atlantean essence is just the only thing in the items tab that uses it

Thanks for the feedback

  • im changing the first topic presented. Midway through righting i got interrupted and went a complete different way. I meant to erase that but i forgor lol

  • it solves RNG in the sense that you can Grind for treasure charts, and then trade the ones you dont want with other players for the ones you want, meaning every treasure chart counts now

  • about stockpiling, i don’t think there’s a problem. Right now the only thing this system adds is that if you grab a good treasure chart you’ll feel forced to complete it even if you dont feel like doing so or if you have to quit in a while. Also, as i said, as soon as you activate it, they would work as the current system, so if you die you lose it, keeping the risk/reward situation.

  • oh, and the current rarity system should be kept. You just add the modifier to it as well. Or, if vetex wants, they could make a “Legendary Modifier” exclusive to legendary treasure charts

I hope this clears the doubts. Later i’ll change the clutter point for the actual reasonable point that vetex doesnt want the other modifiers on boss drops and sunkens

1 Like

Got it… Still weird, i dont remember which of them is considered an item instead of its own thing, but reagent/catalysts should be their own category

Not dark sea essentia, Atlantean essence.

Is the entire forums having a stroke or am I having a stroke why are you calling it essentia and saying it’s a catalyst

I see, thanks for the response. Although I have a few issues with the point you discussed. Everything you said has addressed most of my doubts.


This suggestion indeed solves the RNG issue by allowing players to simply trade the treasure charts they don’t want for something they want. In a perfect world that is.

The problem is that in practice, I doubt it would work like that. Some treasure charts are more desired than others, and some, are less desirable. Usually, these “valuable” treasure charts will have less supply as it’s more likely to be activated so players can go on chart hunting to get the modified items they desire.

So if you get the “undesired” treasure charts then you’ll still have to keep grinding and hope for RNG because the “undesired” treasure charts are worth less than others, so you can get more “undesired” treasure charts to sell for fewer “valuable” treasure charts, or get lucky and get the “valuable” treasure chart.

Worst case scenario, these “undesired” treasure charts are utterly worthless because you still have to spend time on the activated treasure charts that should better be spent on “valuable” treasure charts.
So you’ll still need to hope to get lucky and get the “valuable” treasure charts anyway.


What I am talking about the risk and reward is that in the current system, you lose ALL treasure charts you have. This gave the incentives for players to hunt with multiple treasure charts all at once because they’re kinda forced to, I guess?

If this suggestion is to be implemented, players would usually activate only one treasure chart at a time, thus removing nearly all of the risk.
That also means players would usually discouraged from going for multiple treasure charts at once, as you’ll have to activate more treasure charts and hope you’re lucky enough that their location overlaps with the currently activated treasure charts.

Although I don’t know if players usually hunt with multiple treasure charts all at once. I would hate to see this option being discouraged due to the forcing nature of the current system being entirely gone.

But yeah, I agree that players shouldn’t be forced to go for the treasure chart when they don’t want to.

Kay, let me explain myself

I knew there was something wrong, but the peole over on the post i’m quoting called it essentia and i havent gotten one in ages. But yeah we’re talking about atlantean essence

About the catalyst thing, im just malding over the fact that, i dont remember which, but either catalyst or reagents are labelled as “items”, which get mixed with other stuff making leveling up potions a bit more of an inconvenience to me. Meanwhile something you don’t search, need, or get often has its own lable to make it easier to find

you are right and im still gonna vote this and give you a good score because this is better than what we have now

about your boss drop argument yeah this is a bit more elegant than just making up a lore reason for them not to be modified

i think giving as many ways of solving the modifier issue as possible will increase the chances of vetex listening, since it shows how much people want it

1 Like

Dont get me wrong, i know for a fact, and even more, i expect some treasure charts to be more scarce than others

First, this is marketing. Regardless if its the treasure chart, the essence or the puece of equipment, value will always be attached accordingly. Not much we can do to solve capitaliam, others have tried.

But most importantly, this is good because it serves as data for the devs to buff the effect of other modifiers. For example, as we have now, the trade data is of specific equipments, which dilutes the effectiveness considerably. With either essence or treasure charts, its more evident which specific modifiers are more desireable regardles of what item they’re attached to.

And about the risk/reward thing, i can only talk about experience.

Sometimes i log in with the sole purpose of solving charts. I find it fun, but it takes a bunch of time, so i hate that i’m forced to spend part of my limited time looking for charts when i want to somve them. On the other hand, i hate that i have to stop hunting rivals or farming bosses because i got a good treasure chart, forcing me to do it even if i dont feel like it.

I’m also more about efficiency than anything, so i would open a bunch of them for the satisfaction if solving 5 spots an island. But i know some people with more time on hand would just open one at a time.

Overall, i just don’t think the risk reward dynamic is worth the feelsbad mechanic of losing good treasure charts because you dont have the time to solve it now. Or the risk associated with you just getting disconnected out of nowhere etc.

All in all i think i just rather have a more convenient game when it comes to QoL