Should fragments be visible and interchangeable?

Manifesto

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Does anyone else think the individual fragments should have been designed as jigsaw-like pieces that we can interchange to make artifacts that we want, rather than this mass collection system that crafts the random pre-selected artifacts?

eg: there could be hundreds of pieces of fragments that can be sculpted to form all the weapon, armour, pottery & jewelry artifacts. Fragments 1, 17, 36 & 237 could make an artifact that boosts artillery dps but fragments 22, 121, 87 & 199 boosts oil production, etc.

This way we could piece together selected artifacts depending on our particular needs.
The upgrades and 'unlocks' could still work the same but it's pointless for me to get, say, 20 pre-selected mortar artifacts a week if I don't use mortars.
Also, we wouldn't need to unlock lvls 2 or 3 or 4 to get the one we actually want.
 

Mcnasty

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I like this idea. It would add a lot more to the game rather then the randomness in the museum. They could even do it so if you sell certain things or enough of the same thing you could get pieces like this
 

Dvicious

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Interesting. Extra wrinkle could be that if they are fragments of the same color there is a bonus boost to the effect.
 

yemen

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The museum is a lottery system, that is bad for the game as a whole because it is unequally and randomly applied. It doesn't fit the rest of the game design at all.

This fix makes it into some kind of puzzle game? Sorry, not buying it. If I want to match things that have the same color to get cool things to happen, I have Candy Crush. And you are still subject to a huge amount of randomness in terms of what pieces you get, plus the complexity of an interface to display all that, and people having to learn what makes a good combination. Now we are talking about a whole new and different game.

If they wanted to boost oil and resource looting by x%, they should have introduced a way to do that that consistently applies to everyone, instead of some getting 20% and some 50% at random. Same with the offense and defense boosts - I'm fine with forcing people to choose one or the other (coalitions already have a similar impact on war), but people having advantages due to a random number generator is very much at odds with the design of this game. Which is that everyone has an opportunity to get to the same level, given enough time or money.
 

sileepuppee

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Interesting idea though too complicated for this game. It just sounds like we would be adding a "Forge" type skill and that would require too much of this game to do.
 

Manifesto

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Yes, we are still subject to randomness but I think this would give us more control than we currently have. We could sculpt an artifact to our liking rather than waiting to unlock lvls 2 or 3 or 4 to get the one we want.
Granted there could still be an issue with not getting the fragments we need to complete a particular artifact, but how are we any better off with the current system? As it is, we're 'totally' at the mercy of the Nexon gods, instead of having at least some control.
 

Cannibals

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Perhaps getting an arti with high bonus on units you normally wouldn’t play may persuade you to try something different?
 

Berny

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I would like to be able to re-craft individual artifact slots/levels, instead of selling and crafting an entirely new artifact.
 

Papa10x

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Game of War does this with the different suits of armor that can be forged, each piece having different properties. Same with the potions. But overall GOW is about thirty times more complicated than Dom, and also more expensive.
 

yemen

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Manifesto I would be willing to bet that it would add both more complexity, and additional pay 2 win. Make all the pieces of the really good stuff commonly available, except one or two, and then those are super rare but available for sale. With randomness, at least they have less selling opportunity. Nexon got a huge fine for doing basically that in another game, without disclosing the odds. This mechanic is already uncomfortably close to that.
 
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