Increase Copper Crafting XP
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As one of the starter crafting mats, it's actually pretty hard to smelt/craft with it at the beginning, and it doesn't give you much xp at all for bettering your smelting/forging. I think it would be better if it increased xp by 15-20 instead of 7.
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XP is granted based on % success rate. At 50% success rate you get 100% of the crafting xp. Then it scales up or down depending on % chance.
So the better you get at crafting a specific category the less xp you get for that item. For example a Level 3 recipe would get 30 xp with a 50% chance. If you have only a 20% chance of success, you'd get more than 30 XP for that item. If you have a 80% chance of success, you'd get less than 30 xp.
SO the "increase of xp" is different for everyone and every recipe.
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The way resources get destroyed might be an easy change to make to make it less grindy.
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Maybe a little balancing around chance vs. XP would not hurt too bad.
What I was calculating that would be good is to have it based on the function above:
Function:
X axis- -10 = 0% chance
- +10 = 100% chance (trivial)
Y axis
- XP = Y * crafting XP (Y=0 -> 0 XP, Y = 1 -> Original XP)
Definition: 1 / (1.25^x)
How it looks like (XP multipliers by chance %)?
- 0% -> well, you can't do that
- 5% -> 7.45
- 10% -> 5.96
- 15% -> 4.77
- 20% -> 3.81
- 25% -> 3.05
- 30% -> 2.44
- 35% -> 1.95
- 40% -> 1.56
- 45% -> 1.25
- 50% -> 1
- 55% -> 0.8
- 60% -> 0.64
- 65% -> 0.51
- 70% -> 0.4
- 80% -> 0.33
- 85% -> 0.26
- 90% -> 0.2
- 95% -> 0.16
- 100% -> 0.13 (or 0.00, but I don't think that it should give zero.)
Why?
I calculated through, and I think this is the friendliest way to give XP for crafting. It means a lot if you try something you barely have chance for but succeed, and keeps being okay after you are over 50%.
The reason I went with this function is that the system should reward more when you are trying to do hard stuff in crafting. And since crafting what you already can with a high chance still takes time, it should be rewarded a little as well.
In my opinion, trivial recipes should give XP also. Not much, that .13 is just a small amount, but I'd go with like MAX(0.13 * XP, 3), it could make sense. -
The DC for crafting uses this formula:
int nEffDC = (((11 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
XP per recipe item is set in the script for each item, as follows:
sKeyToRecipe = CnrRecipeCreateRecipe(sMenuShieldCopp, "Copper Buckler", "cnrShldBuckCopp", 1); CnrRecipeAddComponent(sKeyToRecipe, "cnrIngotCopp", 4); CnrRecipeSetRecipeLevel(sKeyToRecipe, 1); CnrRecipeSetRecipeXP(sKeyToRecipe, 10, 10); CnrRecipeSetRecipeBiproduct(sKeyToRecipe, "cnrMangledCopp", 0, 2); CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 70, 30, 0, 0, 0, 0);
This line
CnrRecipeSetRecipeXP(sKeyToRecipe, X, Y);
is where the XP is set. With X being the TRADE XP (builds your crafting level) and Y being the in game "adventuring" XP, that counts toward your PCs level.Changing the XP gained on any crafting would mean editing every item craftable in every script.
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XP for crafting has been increased across the board for all types.