How to fix: The Crafting System (breaking the locks without actually removing them)

I am not.
I am simply showing an option that allows some type of locks to stay in the game, while still allowing players to get the exact items that they want and to circumvent every single bit of randomness that is currently involved.

Maybe you would prefer my original proposal?

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If you do not look at point 1 in isolation, but include the other points as well, you would notice that every one of these problems is solved.
The specific things you mentioned, are solved by points 2 and 6.
If you think that i really left something out, feel free to point it out, so that i can solve that as well.

Of course, experimenting would require you to either upgrade a few greys and slap different blessing combinations on them, or to desecrate an item to swap out the 2nd blessing a bunch of times.

I would prefer if we had „test weapons“ that can be modified freely, but can only be equipped in the meatgrinder, to allow players to experiment in there, without having to waste ressources.
But this might go too far for FS, so i did not add it to the OP.
Maybe i will add it anyway.

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