I think there’s a large issue with the current end game gearing/crafting system at the moment. Primarily that it’s essentially a system of trying to overcome RNG/Loss through # of attempts and use of glyphs to try and mitigate the RNG.
Without trying to sound accusatory, I think RNG is a crutch developers rely on because it’s an easy way to create a system that is addictive in nature. Random rewards have a much higher dopamine response than expected/earned rewards. You can look into this fairly easy, there’s a lot of recent studies on it, heres some articles/studies about it:
There’s inherently an expectation of loss(Fractures) when using the system, so you get a larger dopamine response when you finally succeed. So, why is this a problem if there’s enjoyment? Am I just anti-gambling?
Well, not really. Though I’d say for people who aren’t particularly inclined to gamble, it’s an unejoyable system. For people who are inclined to gamble, well, do they really like it or are they just being psychologically manipulated due to a genetic predisposition to a brain reward structure?
To get back more on topic, the reason I think it’s bad is essentially because, again without trying to sound accusatory, it’s lazy. It’s not a particularly engaging or interesting system, it’s essentially a slot machine. Multiple dice rows in a roll, and you either win or lose with no real input, skill, or decision making. Sure you can mitigate RNG sometimes, but after failing 4 80% rolls in a row it doesn’t really feel like it matters much. The system isn’t very rewarding, and to those who aren’t particularly drawn in by gambling, it’s probably just off putting.
I think if the intent is to create a system that relies on crafting, there are much better approaches than the one there is currently. Some more practical/realistic approaches would be things like increasing the tiers/decreasing the difference between tiers and requiring more shards/making them more rare. It’s still involves lots of RNG in getting the shards/bases you want, you can adjust the drop rates etc to make it take around a similar amount of time and you remove the gambling aspect. Essentially constant slow progress vs random reward.
Another approach could be to have a way to fix fractures/ensure 100% chance through some kind of rare material.
Ideally, the crafting system would be skill based(presumably along with a grind component, it is an ARPG after all). How you make a crafting system skill based is clearly a large and complicated endeavor though. FFXIV had a slightly skill based system, though really it was more of just a formula/algorithm and once it was figured out it was fairly uninteresting.
Currently as it stands though, it’s pretty sad to see a game I had really enjoyed until I got into the end game gearing system use what’s fairly typical of asian mmos(often with p2w aspects) and essentially analogous to loot boxes or any other pure RNG system. Ultimately, it’s just a simple, uninteresting, skill-less system, designed around an inherent response people’s brains have to random/unexpected rewards.
edit: me: RNG isnt the same as gambling, heres a bunch of reasons why, i think the crafting system could be designed simiarily without the negatives of gambling
every response: rNG iS gAmBLInG plAY a DiFFREnT gAmE
me: shocked pikachu face