Player-guided Museum improvements

Ulysses

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Nov 14, 2017
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Guys, I don't know if you're maybe suffering the same problems of bad luck at the Museum?

I crafted some real nice artefacts during the first two weeks of the Museum, but lately I've been having horrible luck. I don't think I've kept an artefact for months now. Everything I craft seems to be lousy. I'm not sure if the random number generators for the Museum got changed? Or maybe I started out luckier and have became depressingly unlucky since???

I rarely get 11% on anything any more, and when I do it's always on some factor that's useless to me, like 'food from fruit trees' or 'invading mortar troop damage' (like, uhm, when was the last time anybody hit you with mortars?!?!).

So I got to thinking, wouldn't it be cool if we could nudge the Museum's random number generators in our favor somehow... If Nexon could add a few streams of research into the Library, Armory or University, where we could:

increase the chance of crafting raider artefacts
increase the chance of crafting heavy cavalry artefacts
increase the chance of crafting fighter arterfacts
increase the chance of crafting bomber artefacts
increase the chance of crafting defense building artefacts

...well, you get the idea... pretty much anything to reduce my bad luck of always scoring fruit trees or mortars, lol...

And maybe add another stream of research to improve the quality of artefacts... to increase the chances of finding 11% & 6% values... or getting more 2* or even 3* artefacts...
 
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Alexey

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Dec 12, 2017
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Increasing the chances won’t work since you can’t increase one chance without decreasing another. Let’s say you have to perks and two uni-leaders to increase their chances. You start with the first leader and increase the chance of perk A, that will decrease the chance of perk B, since the sum must remain 100%. Then you start doing second leader (suppose he has some nice capstone) and increase the chance of perk B, that will automatically reduce the chance of perk A, so after doing them both you're back to were you started. As for increasing quality - this sounds good, since it will be reducing the chances of 1% quality perks, and we can live with that)
 

oddin

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May 17, 2018
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Ulysses I have noticed the same thing mate and namesake! 80% of the artifacts I currently have, have been crafted the very first month and that's it... No more interesting artifacts for a long time
 

Ulysses

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Increasing the chances won’t work since you can’t increase one chance without decreasing another. Let’s say you have to perks and two uni-leaders to increase their chances. You start with the first leader and increase the chance of perk A, that will decrease the chance of perk B, since the sum must remain 100%. Then you start doing second leader (suppose he has some nice capstone) and increase the chance of perk B, that will automatically reduce the chance of perk A, so after doing them both you're back to were you started. As for increasing quality - this sounds good, since it will be reducing the chances of 1% quality perks, and we can live with that)

Hey Alexey, sorry I didn't explain that very well. I guess I mean that it would be cool if Nexon could create somewhere in the armory, library, uni, or maybe even in the museum, where we could nudge the statistics in our favor... nothing massive, because that's not really what Dom let's us do... just the usual 5% here, 10% there kind of thing...

Let me use an example to explain... Picking some of the artefacts in my museum, here's a selection of the stats:

Ranged infantry hitpoints
Raider hitpoints
Attack helicopter damage
Guerilla damage
Heavy infantry damage
Ranged siege hitpoints
Paratroop hitpoints
Fighter damage
Generals damage
Enemy defender spawn time
Invading heavy cavalry damage
Invading mortar damage
Invading bomber hitpoints
Invading fighter hitpoints
Wall sapper hitpoints
Gold looted
Oil looted
All resources looted
Looted resource refund
Vault interest
Food from fruit trees

From what I can see, our attacking units enjoy bonuses to damage or hit points, invading units suffer penalties... Resources also get bump ups...

My assumption is that different players choose different strategies. Some of us would want to bonus our fighters and raiders, some of us our tanks, rifles and artillery. Selectively doing research to enhance the chances of crafting artefacts that are relevant to our personal attack/defense strategy, could make it (slightly) easier to actually get the things that we want (with the usual Dom time, resources and effort to do that research).

Obviously where it wouldn't work is if a player wanted to bonus EVERYTHING. Like you say, that's a zero sum game. But looking at the list above, are there really players that want to bonus their chances of getting everything??? Frankly there's a lot on that list that I've no interest in ever getting, like anything for mortars or fruit trees... which, right now, I seem to get all the time...

Hope that makes more sense now...?
 
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Alexey

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Dec 12, 2017
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Here is another method to bring joy back into crafting that I was thinking about: improved crafting. Now we pay 475 for crafting five artifacts. Improved crafting would be the option where you pay 475 for a single artifact, which gets additional 5% bonus to it’s stats after crafting (not exceeding the 11% limit). By adding another 500 fragments player gets an option to add another 5% bonus. That can be repeated until the limit of 2000 fragments craft cost for one artifact. It would be still a lottery, since those bonus percentages may go into completely useless perks, but this will be really interesting: instead of everyday boring crafting/selling player will get an option to craft a guaranteed good percentage artifact with unpredictable properties once for two or three days. He may also choose to craft at a usual price, of course.
 
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Ulysses

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Nov 14, 2017
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165
Here is another method to bring joy back into crafting that I was thinking about: improved crafting. Now we pay 475 for crafting five artifacts. Improved crafting would be the option where you pay 475 for a single artifact, which gets additional 5% bonus to it’s stats after crafting (not exceeding the 11% limit). By adding another 500 fragments player gets an option to add another 5% bonus. That can be repeated until the limit of 2000 fragments craft cost for one artifact. It would be still a lottery, since those bonus percentages may go into completely useless perks, but this will be really interesting: instead of everyday boring crafting/selling player will get an option to craft a guaranteed good percentage artifact with unpredictable properties once for two or three days. He may also choose to craft at a usual price, of course.

Hey Alexey,
That's a genius idea!

All kinds of clever dev options to explore here...
Maybe players could pay x2... so 200 fragments (from 100) for each, or 950 (from 475) for five artefacts... to get x2 higher chance on the artefact stats
Or... as you say, pay x5 for something even better... perhaps 500 for each, or 2000 for five artefacts... to guarantee at least +6% across all five factors, with a possibility of +11%

I would totally work the Museum for those kind of odds!!

Otherwise, we're talking lottery ticket odds... and lotteries are just a tax on stupidity (can't remember who that's a quote from, but they're way smarter than me, that's for sure hehe)
 

cosmid

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May 2, 2018
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61
It would be nice if they listened to this. Too bad.

i am curious, who is the person or team that started the rebalance? Startrekalliance works for Nexon?
 
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