Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Azure_Zero

Azure_Zero
What is Common and What is Uncommon?
Which ones do we get automatically and which do we have to hunt?
Azure_Zero
Bringslite
Azure_Zero
BlackMoria
….

Who am I kidding. That is not going to happen and I most likely am a terrible PvPer anyhow. But I can dream of what sort of prizes is in a Xyzzy pinata. smile

Should we Crowd Forge the creation of a Xyzzy pinata that drops as a reward for PVP, and it gives something random?
Yes! Ah, well that is if ole Xyzzy wouldn't mind getting a seat (all immortal like) in the game's lore. smile

I hope Xyzzy agrees to the name or we could just call it the bandit's Prize.
It would make PVP more rewarding.
Azure_Zero
BlackMoria
….

Who am I kidding. That is not going to happen and I most likely am a terrible PvPer anyhow. But I can dream of what sort of prizes is in a Xyzzy pinata. smile

Should we Crowd Forge the creation of a Xyzzy pinata that drops as a reward for PVP, and it gives something random?
Azure_Zero
+1 to this idea
Azure_Zero
Bringslite


What say you all?

Been watching too much Battlestar Galactica I take it…
Azure_Zero
You are a Troll
The problem, right now, with coin sinks is that they will unfairly hurt some while leaving the multi, multi platinum people able to pay for anything or everything without blinking an eye. Its kinda like the hundreds of thousands of bulk most continuously functioning settlement have accumulated over the past two years while outpost level could be above holding level. The immense amount of coin and bulk some have stashed away is a real balance problem that needs to be thought about and talked about.

My Idea in the OP adds a; coin sink, Bulk goods risk, and adds more rewarding and meaningful PVP.
That and the bandit/raiders(s) better pay well or he'll tip their hand to their target.
Azure_Zero
You should of made that clear by adding "you still need to visit the settlement of the item's origin",
as I though you were doing item teleports from AH to AH.

Now That option I do think would be way more affordable for everyone in costs.
Azure_Zero
Oh I love that idea a lot, since ammo is still a royal pain.
And the prices are reasonable.

Wouldn't mind it if that was an option for refining as well…..
Though if a refining option was added, I'd of doubled the cost.
Azure_Zero
That is why I put the word imagine in my reply to your ideas, cause I don't know what the Devs would of set as the cost for each one.
Especially number two, since it is countering the "possible banditry" design point of the game a lot and makes AH's extremely valuable to the point where every settlement would want one for item teleporting to skip vast distances and all banditry chances.
If I had to guess at the cost of a single transaction of item teleporting using your number two idea, as this is my idea of the cost and not goblinwork's idea of cost at all for all I know they could opt for cheaper or go the other way and be more expensive.
I figure teleport cost would be equal to "Number of hexes crossed" times "Tier level" times 2 gold pieces for each transaction.
Azure_Zero
Some of those Options look good Brings, but I can imagine your first 3 ideas would be VERY expensive.