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Rejected Upgrading system proposal

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ninja

Member

Upgrade Pity System Proposal for +9

Objective:
To introduce a balanced and rewarding system that slightly increases the success chance of upgrading an item to +9 after failed attempts. This mechanic will reduce player frustration and provide a sense of progression, even in failure — minimizing the "all or nothing" outcome after heavy investments.

System Overview

  • When a player attempts to upgrade an item to +9 and fails, they will receive a +2% increased chance for their next +9 upgrade attempt with the same item.
  • This bonus is stackable, meaning it accumulates with each failed attempt, up to a maximum bonus cap.
  • Once the upgrade succeeds, the bonus resets to 0.

Example

  • Base chance for +9 upgrade: 5%
  • Player attempts upgrade and fails: new chance = 7%
  • Fails again: new chance = 9%
  • Fails again: new chance = 11%
  • And so on...
  • Max accumulated bonus: +20% (i.e., up to 25% total chance)

Benefits

  • Player satisfaction: Even failures contribute toward eventual success.
  • Fairer experience: Reduces the feeling of losing everything after heavy time or financial investment.
  • Economy balance: Keeps rare +9 items difficult to obtain, but not impossibly so.
  • Encourages engagement: Players are more likely to continue playing and investing if they feel the system is not purely RNG-based.

Additional Features

  • Display current bonus % chance on the upgrade UI.
  • Track and log the number of failures to provide transparency.

Balance Considerations

  • The base upgrade rate should remain low to maintain rarity.
  • Only apply this system to +9 upgrades (or highest-tier upgrades) to preserve value in earlier upgrade.
 

ninja

Member
"Once the upgrade succeeds, the bonus resets to 0."

What do you mean by this?


Well, that was just in case the item can be evolved and you need to build up the bonus for the next weapon or armor. I don't know the technical side, like if the item's ID stays the same, etc.
 
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Acorn

Active member
I like this idea, but unfortunately it'd be a nightmare to implement. If you think about it, it just doesn't really work. Every item would have to have an identifier that recalls how many times it has failed at +9. I'm no programmer but I just can't see something like this working.

Also, this sort of issue doesn't really occur at +9, or at least not in most cases. There's a reason +9 mats are usually cheapest, the failure rates are usually lower pluses, whereas +9 it only needs to work once. Generally speaking, even if we did have a "pity" system within 5 attempts the item would go to +9, so the pity system isn't really necessary. If we want to improve upgrade rates my suggestion would be to make the "refine" system a little bit easier since right now it fails to meet its purpose, people are just making characters to have multiple refine attempts. Make the refine system a little bit easier to use, maybe drop the max to 3 levels rather than 10 so people can use it for all upgrades, not just +9.
 

Azarthal

Member
I like this idea, but unfortunately it'd be a nightmare to implement. If you think about it, it just doesn't really work. Every item would have to have an identifier that recalls how many times it has failed at +9. I'm no programmer but I just can't see something like this working.

Also, this sort of issue doesn't really occur at +9, or at least not in most cases. There's a reason +9 mats are usually cheapest, the failure rates are usually lower pluses, whereas +9 it only needs to work once. Generally speaking, even if we did have a "pity" system within 5 attempts the item would go to +9, so the pity system isn't really necessary. If we want to improve upgrade rates my suggestion would be to make the "refine" system a little bit easier since right now it fails to meet its purpose, people are just making characters to have multiple refine attempts. Make the refine system a little bit easier to use, maybe drop the max to 3 levels rather than 10 so people can use it for all upgrades, not just +9.
Sheets based opinion?
 

Exeragon105

Well-known member
Like the thought of it not really the system. I am not a fan of the system we saw, for example, in Lost Ark or BDO with failstacks. That's the only possible way I see something like this work: every fail a character gets stacked failstacks, resulting in a higher chance of succeeding next time. Same in Lost Ark — clicking on something, and as long as it fails, the % goes up; the difference in Lost Ark is it can't get downgraded. Having the same issue in Metin2, where you can generate failstacks on certain items to make other weapons succeed, is not a part of how people like the game, me included. Also, on top of that, changing an upgrade system with something like your suggestion must have been done before the server went live. Something from Acorn I see as more reasonable.
 

Essence

Administrator
Staff member
Hi,

Thanks for your suggestion, it was definitely an interesting read. Unfortunately, we've decided not to move forward with it, but we appreciate the creativity.

Warm wishes,
Essence.
 
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