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A Modest Proposal

Duffy Swiftshadow
Azure_Zero
Stilachio Thrax
This game often feels like it has a lot of sticks, but not enough carrots.
……….

I recall Playing EE version 1.0,
This version currently has a crap ton of carrots, and not enough sticks.
I recall Escalations; growing in power, spreading, and being a pain to remove.
I recall that you had to go to certain areas of the map to get specific resources in a decent amount (like cooper only being on ZKM).
I recall being encumbered by copper coins from doing escalations and we wanted to keep those coins.
I recall Recipes used to be far more rare (or that is how it felt).

Currently;
Recipes drop like crazy
Escalations are no big deal.
No one cares about coins unless they are gold or Platinum.

So yeah, where are the Sticks and the Carrots, eh.

Except those rewards are meaningless to most of us (also: really only care about gold and plat? Cause those drop regularly or at all respetively… ) hence almost everything to do right now is a stick just to keep something resembling a status quo regarding our characters training. The game is about 90% stick right now, it would be even worse with the old escalations. I don't feel rewarded at all for my in-game investment at this point cause it's so annoyingly boring to keep dealing with the sticks just to stay "comepetitive". A lot of that would be lessened if we had a thriving population, but we don't so it's not currently fun for a lot of folks. (*Disclaimer: Fun is relative but obviously there's not enough fun by enough measures cause the population is low and vets are dropping out left and right.)
Bob
There are definitely some possibilities here. The trickiest part at the moment is that all I can really mess with on a weapon or suit of armor at the moment is the list of keywords. Once we get to enchanting, we'll have a much stronger ability to give items much more specific bonuses when equipped.
Nails
Great idea Stilachio, I like the idea of one time crafting or limited crafting. I also like the idea of having the enchanting system included to add those special keywords for Speed, Dex, etc bonuses.
Tyncale
I have made suggestions about implementing "unique loot" in the past, tying it into the Enchanting system because that was one of the originally planned system (and still is). I also suggest that these "Shards" not only drop from mobs and bosses, but can also be a rare find in harvesting nodes. This would be a huge incentive for an other wise rather mundane (boring) activity. Though gushers make this better already.

When it comes to loot, I think every self-respecting MMO needs to learn a lesson from Casino's and implement some type of "one-armed bandit, luck of the draw" loot. It is a big incentive for many(certainly many PvE players). The problem with PFO was that the Economy should be based entirely on player-crafted items, and this is why I think the Enchanting system would lend itself well for this.

Here is that post from 2015:

A remark about finding the occasional atypical(for that hex) resource in a node triggered this idea (and also the fact that escalations need positive incentives to tackle them).

Currently Enchanting is planned to be a system where a crafter has to find Enchanting recipes(I think) and when he learns this, it opens up an extra resource slot on a crafting job that needs for instance Sage Crystals. I think those Enchanting recipes are a "learn once, use forever" kind of thing just like the regular recipes. I am afraid that Enchanting recipes will saturate rather quickly, like regular recipes will do. Even though lots of new players will enter the game, it is a saturating market as GW themselves have implied.

I would like to change the way Enchantments drop in the world and make them one-use items(Shards?) rather then Recipes that you learn and then can always apply. If these would be one-use items for a Crafter to implement while crafting a ++ item, there would always be a huge demand for them. You could let them drop from mobs in escalations or be rare finds in nodes. This would be a great incentive for PvE, Harvesters and tackling those escalations.

The "Shards"(as I call them) would still be a part of the exact same ++ crafting system that Stephen imagines for Enchantments, it's just that they are used up in the proces. Or maybe a shard has 5 uses or some. All sorts of iterations and balancing possible here. Certain level needed to use certain shards and all that.

I think it will also be a fantastic new boost to the economy, adding a whole new category of items, since the shards obviously can be traded.

Wouldn't it be great to find the very occasional "Fire Shard" in a Pile of Trash? smile

I am not sure how much development work this would be: I would think that instead of having to put regular Sage Crystals into that 4th slot, you would put in those shards, but it's probably not as simple as that. Still, does not seem impossible.

Here is the link to that thread: https://goblinworks.com/forum/post/25150/

You could have all kinds of Shards, some will give Fire resistance, others boost attack and so forth. The good thing about the Enchantment shards is, that you do not obsolete regular weapon and armor making: in order to use a shard you still need to make a weapon or piece of armor where you implement the shard. Unique loot that you can instantly use, even if it would have low endurance, could mess up the Economy, when people start to hoard them, and prefer to use these special items instead of an (enchanted) weapon.

I think it should also be possible for a crafter to "upgrade" an already enchanted weapon with a better Shard. This would make shards disappear from the Economy faster, yet it would still make low level enchantments attractive to use in a weapon, as a starter. Else people would only use the best Shards, while the lower qualilty Shards would become value-less.
Regalo Harnoncourt, Leader of the River Kingdoms Trading Company, High Council of Callambea.
This is the character that I am playing almost 100% of the time. (Tyncale is my Sage/Mage)
Udo
If these are going to be rare items, it would be nice to have the ability to loot these items in a PVP setting. Currently we cannot loot anything from a husk that the character is wearing, but if we know of a character that has a Mithril Full Plate of Speed, you better be sue you should watch your back. There are baddies in the woods….
“Those who surrender Freedom for Security will not have, nor do they deserve, either one”
-B Franklin
Edam
Udo
If these are going to be rare items, it would be nice to have the ability to loot these items in a PVP setting. Currently we cannot loot anything from a husk that the character is wearing, but if we know of a character that has a Mithril Full Plate of Speed, you better be sue you should watch your back. There are baddies in the woods….

Interesting - some people want them invulnerable while other people want them lootable. Be hard to be both smile

Once threading is in you could just make rare items take all a characters available threads. That way only one rare items is protectable at a time and doing so means everything else you wear is vulnerable.
Flari-Merchant
Edam
Udo
If these are going to be rare items, it would be nice to have the ability to loot these items in a PVP setting. Currently we cannot loot anything from a husk that the character is wearing, but if we know of a character that has a Mithril Full Plate of Speed, you better be sue you should watch your back. There are baddies in the woods….

Interesting - some people want them invulnerable while other people want them lootable. Be hard to be both smile

Once threading is in you could just make rare items take all a characters available threads. That way only one rare items is protectable at a time and doing so means everything else you wear is vulnerable.

Or some reasonable combination of that. Seems like the feedback from Paizo, about gear dropping, has been that they are leery about "loss feelings" and how they will affect player morale.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Bob
Bringslite-Dominion Soldier
Seems like the feedback from Paizo, about gear dropping, has been that they are leery about "loss feelings" and how they will affect player morale.

You're not wrong. Various aspects of the design, including threading, have always been about trying to achieve a balance there. We've always felt that characters need to be risking at least some losses, yet also need to feel like each death isn't a complete loss. I'd agree that we've moved toward thinking the correct balance is a bit more on the protection side than originally conceived, but we definitely haven't moved all the way to protecting players from meaningful losses.
Stilachio Thrax
Bringslite-Dominion Soldier
Edam
Udo
If these are going to be rare items, it would be nice to have the ability to loot these items in a PVP setting. Currently we cannot loot anything from a husk that the character is wearing, but if we know of a character that has a Mithril Full Plate of Speed, you better be sue you should watch your back. There are baddies in the woods….

Interesting - some people want them invulnerable while other people want them lootable. Be hard to be both smile

Once threading is in you could just make rare items take all a characters available threads. That way only one rare items is protectable at a time and doing so means everything else you wear is vulnerable.

Or some reasonable combination of that. Seems like the feedback from Paizo, about gear dropping, has been that they are leery about "loss feelings" and how they will affect player morale.

A slightly higher threading cost is how I would prefer to do it, so either the item and little else is vulnerable, or the item is protected and most other gear is vulnerable.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
You are a Troll
Any threading at all would be a very welcome addition.
 
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