Idea for hard-to-make valuable gear be more valuable.

Discussion in 'Crafting & Gathering' started by Arkah EMPstrike, Jul 9, 2018.

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  1. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    I was thinking this morning of a way to improve the equipment market while maintaining portalariums vision of having armor and weapons be difficult to make and obtain and retain real value.

    @Chris @DarkStarr
    Have you guys thought about creating some story connected way to obtain the ability to choose which stat you put on gear at the cost of making them cost more durability, but having the strength of the stats scale more in power per enchant/masterwork?

    Like normally you have -40 durability for galvonic blast, but after obtaining 800 points in air skills or some difficult goal, you can sacrifice -50 durability to apply galvonic blast for sure. You could also requie weapon enchanting specialization for it to make its a specialist thing

    Itll make cheaper, lower dirability gear with desired stats as long as somone has invested the ability to be good at getting certain stats.
     
    Last edited: Jul 9, 2018
  2. Talimar

    Talimar Avatar

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    Durability loss is a plague as it is. If you get lucky for blades you have about a current max of 180 durability to play with. If you craft and Mastercraft the good enchant and ability buffs as is; you will have a less then 50 durability weapon with 3 mastercrafted and 3 enchants.

    15x3 for double slash, thrust and whirling. = 45 durability loss.

    This blade alone for a GM at 100 will be at best a 15% success chance. (Durability buff is 4th Mastercraft.)

    Leaving 120 for enchants.

    I just sold a bunch of leggings due to failure at 25 durability hit loss. Ok meteoric leggings but durability loss prevented enchants.
     
  3. Kain Darkmoor

    Kain Darkmoor Avatar

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    I actually like the idea of an extra durability loss for the bonus of being able to pick and choose what you want. That way it's still a balanced risk vs reward, but removes the casino aspect if one were so inclined.
     
  4. Talimar

    Talimar Avatar

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    I'm more for making it more difficult to make as opposed to forcing more durability loss.
     
  5. Spungwa

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    The problem, that this helps with, is that the RNG makes commodity (cheap and short-lived) impossible.

    I would gladly have a weapon cost a quarter of the cost, last a fifth of the time, but be useful for exactly what i want for that time.

    The eve comparison just does not work though. Eve's economy is driven by destruction (half of stuff is destroyed on death). But replacing that gear is easy as everything is a commodity, you can't make a better gun than someone else, you can only compete on price and location. So you consider all gear to be like bullets, everything is a consumable. So the item sink is not crafter's but users of items.

    In shroud item sink is crafter's not users. Most "destruction" is via making something useless, that is no longer destroyed, but worthless as no one wants it.


    Regards
    Spung
     
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