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BatMUD Forums > Ideas-wanted > Re: about tunes

 
 
#1
20 Jun 2005 14:19
 
 
1) All eqs should be more equal in durability.
Now the only eqs worth something are made
of adamantium/diamond.

2) Tear/wear should be equal for named/unnamed
eq. Known fact is that there are too much
eq in game. Present system only screws sales
channel since only newbies/midbies are interested
in rotting eqs that sales channel offers, so
even them wont pay much for anything.

3) Make eqstats values constant, visible and
to affect all stats eq has if its fresh made and
bounded with some(merchant) spell to single player.
No minuses if theres no name on it. With this
system people would see immediately nice effects
on own eq. Heres some examples.

Brooch decorated with a blood-red ruby 3dmg,
5% vampiric blow. After bounding 4dmg 6% vampiric
blow.

Peculiar headgear with reindeer antlers, 5wis, 2%qc.
After bounding 6wis 3%qc.

Im sure that constant +1stat/skill/spell boost for
eqs wont screw this game balancewise.

Bounding of weapons should be possible as well.
That would make people using own made weapons too.
Now the main factor for eqs value seems to be
material.

We already had tune quite samelike year ago, but
there was few flaws which i tried to point out.

And my idea for surplus eq we seem to have here
quite much. Give alchemists some spells/skills
which create new "artifacts" from pile of eqs.

 
Rating:
4
Votes:
12
 
 
Capula
1y, 346d, 6h, 19m, 4s old
Level:
100
 
 
#2
20 Jun 2005 15:59
 
 
Calmis pointed out some good ideas. I like the idea of showing the exact stats
of equipment. Now they are under constant suspicion that are for example
emerald rings +2 or +3 damage. Whats so secret about those stats? Im old D&D
type roleplayer and im used that everything is measured with numbers. Some may
consider it dumb but i think that this system makes people pay less for eq
just in case they happen to be shittier than said because no one can verify
the exact stats. You could also trash the od +++ in character stats or is
there some reason why is that better than showing your exact stat? And why not
to show you damage bonus, armourclas, resists and so on. I think that at least
players would be happy to see these things on their character. Or have you
ever played roleplaying game and been unavare about your own character
properties? Ok my knowledge may not up to date but as i said im old school
roleplayer.
Now in my opinion when eq is done a merchant could cast identify on it when
the eq would show the stats when looked at it. Maybe it would be good idea too
to make it possible to "bound" that eq to certain player which would slighly
increase the power of eq but it would make the eq unusable for other players
(maybe permanently or bounding could be dispelled). Actually why use merchants
for this unless you want to add their tasks. Bounding could be simply done by
claiming the eq and unclaiming would cost some money (theres your way to suck
money out of game!) and make the eq sellable again.
I still think that eqs should have their wear and tear tune which increases
the value of named eq. And different materials also adds versatility in eqs
which is nice. Now you have to ponder which eqs should be protted and which
ones dont need it. I think there is no reason why people pay so much less for
rotting eq because the tune isnt THAT bad and unnamed eqs are totally usable
and rarely break up so fast that you cant repair them. It is just right that
when you use eq that you didnt make yourself you have to pay bit more to keep
it in good condition. Its much better than halving the stats or make eqs
without your name totally unusable. Now you have pretty good acces to them but
suffer moneywise from their use which is ok.
I totally agree the fact that prices are fucked up but theres an easy solution
for it. Dont sell them cheap! Sack'em, toss'em, chest'em do whatever but dont
sell it whit insane low prices. Upgraded shopvalues could help in this matter
though because chestspace is limited. But i think sellers carry teh biggest
responsibility for low prices. Or do you see merchant service prices dropping
during the years, or insane low chest prices or whatever? Compare this
eqselling to giving up knowledge to other players, no one doesnt do that
willingly if that other player isnt good friend or earned some help. So why
should you sell top end eq so cheap to other players and "donate" more power
to them? Ok now i have every newbie/midbie on my back whining why should eq
cost more but i hope that everyone sees my point that this game loses its
interest if you can pick up torsomaker from damograns office. With this pabble
I wanted to make a point that low price issue can be dealt with some other
method than hc tuning in eqsystem and keep this game fun.

 
Rating:
2
Votes:
7
 
 
Piiper
163d, 2h, 28m, 20s old
Level:
66
 
 
#3
20 Jun 2005 22:30
 
 
Oh and forgot to comment that brilliant idea of giving alchs skill to make new
"artifacts" from eqs. First categorize all the eq in layers which could be
obtained through this skill so that best eq would require better "sac eqs" or
bigger pile of shittier eq. For example torsomaker could be on highest level
and for getting even the chance of getting it you would need to sac like 20
magic wands. For crown of kings 5 wands would be sufficient. But on other hand
5 magic wands would not be sufficient amount to get torsomaker in any
circumstances. Puuh, hope its clear enough. So this system would be based on
eqs sac value or some other values measurable. And the higher the total value
of sacced the more better eqs could be obtained through this skill. Of course
obtained eq would be randomly selected from all the possible eqs but with
higher sac value you would have maybe better chances to get it and also you
get acces to better eqs which take part in this random selection of this
artifact.

Ok now you can have your laughs and ill stop writing for a moment :)

- Piipperi

 
Rating:
-3
Votes:
9
 
 
Piiper
163d, 3h, 24m, 46s old
Level:
66
 
 
#4
20 Jun 2005 22:30
 
 
Quote:
Oh and forgot to comment that brilliant idea of giving alchs skill to
make new \"artifacts\" from eqs. First categorize all the eq in layers
which could be obtained through this skill so that best eq would
require better \"sac eqs\" or bigger pile of shittier eq. For example
torsomaker could be on highest level and for getting even the chance
of getting it you would need to sac like 20 magic wands. For crown of
kings 5 wands would be sufficient. But on other hand
5 magic wands would not be sufficient amount to get torsomaker in any
circumstances. Puuh, hope its clear enough. So this system would be
based on eqs sac value or some other values measurable. And the
higher the total value of sacced the more better eqs could be obtained
through this skill. Of course obtained eq would be randomly selected
from all the possible eqs but with higher sac value you would have
maybe better chances to get it and also you get acces to better eqs
which take part in this random selection of this artifact.
I like the idea of combining existing items to create new ones. But it should
be very hard to figure out what items you\'d need to get a specific item. I\'d
also like the created items to not be eq you could get from mobs.

Hmm, maybe uptune tinkering so you could get some items (from the
existing tinkering item list or completely new ones) that have infinite
charges if you use items with enough sacvalue/other factors? It\'s been months
since I last saw an apparatus for sale.. And I just bet most of you would want
an infinite charge apparatus that creates alcohol.

 
Rating:
4
Votes:
6
 
 
Being
182d, 7h, 7m, 28s old
Level:
71
 
 
#5
21 Jun 2005 09:34
 
 
After a short pondering I also agree myself that the item that would be
created from eqs should not be the ones you get from mobs. Maybe this
"artifact" creation should be skill that would create a random item with some
properties of sacced items. Like if you want to create piece of armour you
would need skill 'create armour artifact' and use on heap of armour. The stats
would be somewhat random (sac mostly caster type eq --> new item would be have
int/wis/spr properties) and the amount would be in some relation to the
sacced items combined values. Armour type would be totally random so you
couldnt decide that "now i make headslot". Masteries and skill % would affect
to materials and stats of that new item.
I think that alchemist ring creation system could be used on this system.
Created items could also destroy after 6 months or so. This would give
exciting way to empty your full chests from crap eq withoud flooding sales
with mb1k stuff. Of course this system wouldn rarely create useful item for
the saccer but there would be a possibility to get some really nice eq with
decent stats. I hope someone up there gives some serious thought on this. This
idea could have some real potential in solving overwhelming loose eq problem
if further developed.

- Piipperi

 
Rating:
-3
Votes:
7
 
 
Piiper
163d, 3h, 38m, 28s old
Level:
66