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In update 2.27, we’re going to improve the way Smithmagic runes are obtained.

We’re not happy with the current system in which only a small number of different low-level items are used to create runes.
 
Changing items into runes initially was a way to ensure the destruction of items that players had used (old equipment they didn’t need anymore). 

But currently, Smithmagic runes are mostly generated through crushing items destined solely to be transformed into runes.

To optimize rune generation, players have to focus mainly on low level content, which doesn’t seem to us like much fun.

So we decided to review the entire rune generation system. 
 

Goals:

  • Encourage players to crush different items over time. The most profitable way to generate runes should involve a diverse array of content and activities.
  • Revalue items that are rarely crafted and rarely crushed.
  • Make destroying mid- and high-level items feasible, to give value back to many resources and activities.
  • Make economic information important (encourage players to regularly check which items are the most interesting to crush).
  • Propose a dynamic, fun system that players can check themselves.

New formula:

We’ve modified the current rune generation formula to significantly increase the number of runes obtained for high-level items.

Now, items can create more runes than the value of their effects (for example, a high-level item can create several AP runes, even if the item only has 1 AP).

For low-level items, rune generation will not generally change, but some item recipes will be modified in version 2.27. Some items are much too easy to craft in large quantities and require ingredients that are too easy to obtain (compared to the ingredients necessary for the other recipes at the same level). In future updates, we intend to keep balancing recipes that are too easy or difficult to craft.
 

Using your brain to generate runes:

We weren’t happy just increasing rune creation for high-level items only. We also wanted to make the rune generation system dynamic and fun.

So we’ve introduced a new system (that we internally called the “meta-formula”) which gives rune generation bonuses for items that are broken the least often and rune generation penalties for the most often broken items.
The bonuses and penalties are calculated in real time after every item is destroyed and won’t be known until after the item has been crushed.

Bonus and penalty information will change over time depending on players’ actions. They are calculated independently for each game server.

Bonuses and penalties can reach quite large values. Some rarely destroyed items could be multiplied by more than 100 during rune generation, and items crushed in extremely large quantities could be divided by more than 100.

Rune generation bonuses will only be applied to items with a recipe. Items without a recipe will get a fixed rune generation penalty of 50%. This measure is meant to avoid items from the store being used to create large quantities of runes. In the long term, we would like to apply this fixed penalty only to items from the store, so that items obtained in-game that don’t have recipes, like Pets, won’t be penalized.
 

New interface:

A new interface dedicated to item destruction will allow players to crush extremely large quantities of items in one go.

For each batch of items, the interface will display runes created, the bonus or penalty, the total value of destroyed items, and the total value of runes obtained.

You will be able to quickly calculate the theoretical benefits of destroying items.

Smithmagic runes will no longer be created in fragments, but rather will be sent directly in your inventory.

 

Q & A:



Can you give us the exact formulas for creating runes?

We don’t want to reveal these formulas, but you can try to figure them out empirically as you play.

 

I’m currently creating a lot of runes. Will I have to change my strategy?

The recipes for many items that were used to create runes have been changed, and the “meta formula” rewards players who regularly adjust to their game server’s activity. It will become vital to adjust regularly in order to create runes profitably. This is part of our objective. We don’t want creating runes to be repetitive and predictable; we want it to be an engaging activity that requires anticipation, experimentation, and researching information.
 
 

Will Smithmaging be more expensive?

That’s not our goal, but runes might become more expensive for players who don’t adapt to the new system.

However, creating runes could potentially become an extremely profitable activity for players who decide to invest intelligently in this activity.

It’s probable that the massive generation of runes by the bots will be considerably disrupted, which could lead to an increase in rune prices in the short term. But the new system offers the possibility of creating really large quantities of runes by destroying a few high-level and/or rarely destroyed items.

To “supply” a server’s rune economy, players will no longer need (or be able) to be satisfied with completing massive combats against low-level monsters. Instead, it will be enough to destroy a very large variety of different items.
 
 

Why not communicate all the item bonuses and penalties in-game to all the players?

We wanted to make this economic information (“Which are the best items to destroy right now?”) very valuable. This knowledge will have quite a high value in the game, and players will be able to decide whether or not to share the information. But having it provides potentially significant economic opportunities. We appreciate the mechanism of community that encourages experimentation and intuition. Only players who take the risk of destroying an item can get the value of the bonus or penalty associated with the item at the moment of its destruction. This will reward players who take risks and initiative or those who have built a strong social network to share information.
 
 

Why try to destroy game items?

Most game equipment that are crafted to be used are not destroyed; instead, they build up on the equipment market and lose their value over time. In turn, monster and Boss resources tend to lose their value over time, because they’re created continuously but are not sufficiently destroyed. With a rune generation system that encourages destroying high-level items, especially a large variety of different items, we hope to make it more feasible to destroy different items and game resources, in all groups of levels. This destruction will help maintain sufficient long-term value for different equipment and resources.
 
 

Do you plan to change the way Smithmagic works, for example by making it predictable?

We would like to improve the current Smithmagic interface, but in the long term, we would also like to offer other ways to approach Smithmagic, particularly with a more predictable approach.
 
However, we don’t want to make Smithmagic completely predictable. We think that this system should keep enough randomness to make items with exceptional characteristics significantly scarce.