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Trading and Economy of the game?


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#81 Xohn

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Posted 03 March 2013 - 17:59

To counter this we need items to break completly and not to be able to be mended ... yes items should be able to be mended but the cost should include getting items that where needed to make the item in the first place plus a gold cost ( sink ) to repair said item...but a randomness of items breaking  i feel would be great for the game.

So give items durability that can never be repaired unless you basically find the item again? This sounds too much of a hassle. It can be quite frustrating to get a super uber mega drop only to find out its going to break sooner or later and you can do nothing about it(unless you find the super uber mega drop again to repair/replace it).

 

I would be fine with this if the items required to repair something were the same across all equips(only difference would be higher level equips would need more of these "common items.") For example, to repair to level 10 equip, you need a "Cheap Hammer" and then to repair a level 60 equip you need a "Gold Hammer."


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#82 Othimos

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Posted 03 March 2013 - 18:12

Why would you repair an item if you found the same one again,?, what i ment was what you basically said to repair items like your uber hammer you would need X amount of cheap hammers plus X amount of gold to repair it..thus creating not only a gold sink but a constant demand for lower level items which would otherwise only clog up the markets.


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#83 Xohn

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Posted 03 March 2013 - 18:27

Why would you repair an item if you found the same one again,?, what i ment was what you basically said to repair items like your uber hammer you would need X amount of cheap hammers plus X amount of gold to repair it..thus creating not only a gold sink but a constant demand for lower level items which would otherwise only clog up the markets.

Ah I see. Just wasn't sure what you meant(but now I do) xD.


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#84 SDGR

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Posted 03 March 2013 - 18:42

How about durability combined with rareness?

- common gear: once the durability reaches 0, the item gets destroyed. Applied to very common items that can be easily replaced.

- uncommon gear: durability decreasing at a much slower rate. Applied to more valuable pieces of gear or common that was already enhanced (upgraded, refined, socketed, etc). These could get repaired for a cost.

- rare gear: no durability loss. Applied to the rarest items.

 

Just a thought...



#85 D4VYJONES

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Posted 04 March 2013 - 04:31

I personally don't mind that players try to sell potatoes for 1 million gold each. if someone buys them, good for player selling them. But I thought that enjoyable AH browsing is what people prefer.

You can browse items by type in auction. I hope that this auction system can list items from cheapest to most expensive unlike Sigmastorm2's and FS's auction.

 

How about durability combined with rareness?

- common gear: once the durability reaches 0, the item gets destroyed. Applied to very common items that can be easily replaced.

- uncommon gear: durability decreasing at a much slower rate. Applied to more valuable pieces of gear or common that was already enhanced (upgraded, refined, socketed, etc). These could get repaired for a cost.

- rare gear: no durability loss. Applied to the rarest items.

 

Just a thought...

Actually, it should be like this to balance the game:

- rare gear: once the durability reaches 0, the item gets destroyed.

- common gear: no durability loss. Applied to the most common items.



#86 Kaendor

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Posted 04 March 2013 - 05:01

Actually, it should be like this to balance the game:

- rare gear: once the durability reaches 0, the item gets destroyed.

- common gear: no durability loss. Applied to the most common items.

 

If we get into durability, You wouldnt like to loose any item at all because it gets destroyed. I would prefer something like, when the item reaches 0 durability, it breaks and its stats dont apply until you fix it back to full durability. Why? well imagine if you have the strongest weapon ingame and you were having fun lots of time with it, but you forgot about fixing it at some point and it gets destroyed. So if that happens, you either lost lots of effort and hours put into accquiring the item or lost an insane amount of money that you used to buy it. The other way theres not much grief, yes the repair would be more expensive if you repair it from 0 but you dont loose the item permanently, just when it is at 0 durability, when it basically cant be used.


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#87 SDGR

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Posted 04 March 2013 - 10:25

You can browse items by type in auction. I hope that this auction system can list items from cheapest to most expensive unlike Sigmastorm2's and FS's auction.

 

Actually, it should be like this to balance the game:

- rare gear: once the durability reaches 0, the item gets destroyed.

- common gear: no durability loss. Applied to the most common items.

 

If rares get destroyed while the commons are not, in the end everybody will be wearing just plain sets. And will surely piss ppl off :) Better have bound rare gear that can be repaired and commons that get destroyed thus keeping them in demand.

 

OR maybe put a small chance that a rare mob/boss dropped item would still break/get destroyed when repeatedly repaired, while players would be able to make via crafting rare pieces of gear that will be guaranteed not to break - and this way crafting will become well worth levelling. 



#88 Xohn

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Posted 05 March 2013 - 00:05

How about durability combined with rareness?

- common gear: once the durability reaches 0, the item gets destroyed. Applied to very common items that can be easily replaced.

- uncommon gear: durability decreasing at a much slower rate. Applied to more valuable pieces of gear or common that was already enhanced (upgraded, refined, socketed, etc). These could get repaired for a cost.

- rare gear: no durability loss. Applied to the rarest items.

 

Just a thought...

I would like this. Gives the lucky guy a big sense of achievement knowing that their superubermega gear will never be destroyed or will ever have to be repaired(unless they get "hacked" and have all their stuff taken/thrown away :P).


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