Reduce the tedium of enchanting

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CNS
Posts: 266
Joined: Fri Sep 27, 2019 4:29 pm

Reduce the tedium of enchanting

Post by CNS » Tue Oct 20, 2020 11:20 am

So anyone who has done a lot of high end enchanting has 6,6,2,4,2,1 (+2 discipline for the curious) and similar combinations burned into their muscle memory.

Its a great money sink for those with endless coffers and a key part of how we gear up our characters. But my word is it tedius given the odds involved and just how long you have to sit there mashing your numbers to blaze through the basin's conversation window until its burned into your hands for the rest of your life.

To make clear, you could be inputting combinations like the one above up to 7 or 8 times per item, and each time you have to reclick on the basin, and when you fail you have to replace the item in the basin. You might have to do this hundreds of times if you're really pushing whats possible. (Gods help you if you get it wrong too!)

Not to mention the time it takes that could be spent doing more productive things that involve interacting with other players.

Actual suggestionI'd like to suggest something that decreases the tedium without making success any more likely. Perhaps even offering a reduced tedium option that costs more gold if there is worry about the suggestion.

Thoughts on possible ways to do it
Enchanting recipies - you configure an item with the enchants you'd like in the order you'd like them to apply and then put it in or use it on the basin and the basin attempts to follow the orders. Success/fail remains the same.

The ability to try and apply the enchant to as many items as you want to stick into the basin at once. You have 10 amulets in there and try to apply +2 discipline to them and it loops through each thing in there.

Do until (X) successes feature, as long as you have gold and items (either in basin or inventory) it will run through them and try to apply the enchants until it hits its target.

Out there suggestion Guarenteed success with additional gold payment costed by: expected cost (by the odds and maths) plus, or multiplied by some kind of modifier for the pleasure of convience. Probably don't apply it to hard 5%.

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