The randomness of enhancers screams LAS VEGAS BABY!! Come on down put some enhancers on your gear and roll the dice with Mind Ark!
But wait folks. THIS IS NOT A CASINO, so let's get that thought out of your head. OK!?
Pardon my sarcasm but I've been holding my tounge about enhancers for too long.
PLEASE SPREAD THE BALANCE AND STOP HIDDING THE RANDOM TT GARBAGE. Actually if you guys could also take out the randonymity from it as well that would be splendid.
Thank you very very VERY much in advance for implementing this.
And forgive me if there's already a thread on this
I had a similiar opinion but then I gave it an extra tought
If you trust MA implementation of a good random generator there is no problem, in fact there would be a problem if they didn't implement a random generator (it only requires a fair implementation of a standard one).
Let me explain.
Enhancers have a cost to make and it would not be fair that they broke on a fixed number of uses, would it ?
[MA wanted a method that would allow for them to be usuable in low turn over tools(/weapons)]
So the enhancer breaking rate had to be adapted to each item specific stats
Here comes 3 problems.
First is the rounding problem lets say that for a high ped turn over item the formula gives that the enhancer breaks every after 5.5 uses,
do you think that it would be fair that MA round it down to 5 ?
So instead of the item having consumed 10 enhancers after 55 uses it would had instead consumed 11 ?
Here is the second problem
People would try to play arround it and just keep 1 enhancer in the slot and try to take it out when it was due to break
That would mean that casual efficient gameplans would be much harder (and would generate grief for those who didn't want to micromanage every single click they make, - even if you are a fan of turn based strategic games there will be a point at which some automatization features will start to look useful).
3rd problem
In order to MA to balance this it would required to associate every single item with 10 extra parameters in their database (one per tier level) which most of the time wouldn't be in use
(using a random generator also as cost in terms of cpu use but from what I know it probably is lower than geting 10 values out of a database).
Database use isn't free and spending resourse for something that is rarely used and could be implemented in a way that gives some extra featured advantadges might been the deeciding factor.
So I don't look at it as true randomness.
Yes,
there is a random generator being used (and probably can be improved)
we are sure that they can and did improved the formula for enhancer breaking
But if properly implemented a pseudo random generator (MA isn't probably using a true one even if could find a way to do it)
will just tell the formula when it is time to break
Let have the above example in which the enhancer breaks after 5,5 in average
what the random generator would do is set a random call for a number up to 11 and if it gets a 1 or a 2 it would break the enhancer,
of if you look at breaking after 5,5 uses average as 0,181818181818
then the random generator could be a set to get a number for 1 to 10000000000000 and if the number got was 181818181818 or lower the enhancer would break
(if for example the item gets low enhancing qualities and the breaking rate is only once per 234567 uses, 0.000004263174 probability
in 10000000000000 random generaterd number if the number is lower than 4263175 it would break).
Therefore using a random generator in the enhancer breaking formula will allow for:
A)much lesser rounding error
B)less hassle for casual users (and no easy "exploitation" of the system even for those who wanted the trouble).
C)better resourse use