Cannith Crafting - Part TripSome commentary/translations:
Quote:Cannith Crafting Recipe Experience
The 50% success mark will now be 15 levels below the recipe as opposed to the 10 levels it is currently.
To go along with that, players will now be able to craft recipes they have at least 1% chance of success, instead of being limited to 50% and above.
These two changes should allow a bit more flexibility in what they are trying to craft.
This is mostly good for players. But why does the cynic in me keep whispering "They want to sell success boosters!"
At 50% chance I used the free (plat purchased) 10% boosters and dealt with it if I had a bad run of luck. But if people can try at 1% then they are probably more likely to want to buy the store-only success boosters.
Quote:Runearms
Don't have further information on this time, addressing that here as I know it will be a question. Information will be provided as we get to further direction on that point. It is mainly a matter of decided how to adjust the runearms to work with the new system and which effects they will get to craft.
Still managing to be incomplete in the information provided. What she meant to say was Rune Arms and Cannith Challenge gear. I think.
Quote:Flex Shards
The plan is to not launch with flex shards. We think there is a good balance that can be found between Random, Named, Crafted loot and flex shards will knock some of that out of the way. The Cannith system will be a bit different from before and some of the power and versatility is tough to see without getting your hands on the system.
They just aren't good designers. The proposed (read: already coded and won't be changed regardless of player feedback, as per SOP) NewCC limits what effects can go where based on the current CC item restrictions and then further subdivided that 'flexibility' by limiting what can go into Slot1, Slot2, Bonus1. By removing 'flex shards' they are removing options that existed in OldCC. Removing options is never a good thing.
Their excuse:
Quote:Why not allow Cannith to put effects in any slot? In the new loot system, Named Items main advantages are that they don't have to follow the slot restriction for effects and get the Quality bonus type for effects. If Cannith also ignores the slot restrictions it takes a way a big aspect of what makes Named Loot special and goes a long way to making Random Loot useless.
Since power creep has already made a lot of Named items obsolete, that really isn't a valid consideration. The only excuse remaining then is NRL. And so they are saying that the egos of the people who developed NRL have won in the boardroom over the egos of the people developing NewCC. Because really all they are saying is that they favor the one system over the other.
Quote:Collectables
Collectables will be used in all the crafting recipes. Existing collectables will be used, but to help fill out the range of collectables, new ones will be created that drop in the higher levels and drop in both FR and Eberron. Exactly which collectables and how many per recipe is still being designed.
This is just utter crap. In OldCC you can make a huge number of items just using the essences you stood at a machine for hours melting down magic items to create. Now you'll need collectables for all recipes? If anything kills the NewCC system (aside from incompetent programming), this will be it.
Quote:We will be adding collectables to FR as well, with the Eberron related lore ones removed (so no Soarwood for example).
So in the creation of a new crafting system they aren't just eliminating the old crafting system of the same name, they are also eliminating the Stone of Change crafting system. Or at least breaking parts of it, since Lightning Split Soarwood is required for the Resistance Ritual. Given their general level of incompetence, this is probably an unintended change.
And there are still a lot of craftable effects that are going to vanish when OldCC goes away.