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#21 fs_regnier7

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Posted 16 July 2010 - 13:36

>Snip<



Don't forget, Lawd. A set can be released and have similar stats to KAX, but have one more, one less, and/or just different slots taken up.. Redundant, yes. But it would further open up different options without being overpowered. Brotherhood is a good example of this.

#22 Grimmhawk

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Posted 16 July 2010 - 14:28

Making the old SE spawn less often and turning the sets into components needed for new SE sets would take some out of the game as well as give them some value again. You'd maybe want to not make the new SE not spawn as often so the same thing didn't happen to their sets as with the old SE.

You could also make the old sets needed for parts of new quests to give them some use again.

#23 fs_tal6727

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Posted 16 July 2010 - 14:37

How about you make it so you have to do some quests in the game using old SE gear, like in the EP quests were you have to wear a rune or sword

#24 lordthade

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Posted 16 July 2010 - 15:32

I still love the LOOK of the Baron set. Man, I HAD to have it when I started. It was awesome!

Now... well, I think GvG has shown it is incredibly easy to defeat.

LawDog's right, this really sped up with the introduction of the elemental items. The javelin with one piece slot negated the need for Baron (takes 3). Whether for a guild or someone solo I can figure out which one I'd rather have. Oh, and the javelin gives stam gain??? Game over.

Baron needs an invent-able. It has worked many times before to do the same. Add another recipe and mix in some mancrusha or cu sith or something in those levels. Make the item created "fit" with the javelin and-- viola!-- new market and new life to the Baron. The SE hunters rejoice! (while we're at it, samurai needs this, too, so just put BOTH drops in the inventing process)

#25 fs_tal6727

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Posted 16 July 2010 - 15:38

How about an armor or something made out of samurai and baron, that way it can work with the infernus set, cu sith set, javelin, brotherhood, and even the void

#26 Tharsonius

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Posted 16 July 2010 - 15:39

its been said a 100 times guild tagging was the greatest thing and the worse for this game.. great cause it ment it stopped the thieves and damn there was alot of them and worse because it was the games natural way to get rid of stuff everyone had to own there own so that kept the price of everything up and two it rid the game of gear when a player stopped playing ..

that one simple act alone destroyed the markets


That is the true, underlying problem. Guild-tagging is great against thievery, but has caused an incredible increase in begging and free-riding. I'm glad that I "grew up" in FS when not everything was served on a silver platter, and before guilds started to pay FSPs for the "services" of their members ... and I'm proud that I can say that most gear I ever used was my own. Luckily my guildmates think the same way and we have decided to go back to what we call the "Teachings of Olde": we don't provide gear (with the exception of a few pieces of buffing gear). If that means that we will always remain a small guild because most players prefer to have dinner served instead of learning to cook, then so be it.

The drop in market prices, not only regarding SE items, can mostly be explained by a drop in demand. It is simply the way markets work, in the real world and virtually. Why buy when you can get everything for free from your guild storage?

#27 fs_cobra7781

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Posted 16 July 2010 - 16:38

its going to be the same as always mate supply and demand and 2 years ago they were in demand now they aint as the epic hammer is worthless now and to easy to invent if HCS bring out any new epics like the chocker for instsance make it the the ward hard to make and have a SE with a rare and i mean rare drop rate in the recipe with some LE items and some arena items and some cave items and make it really epic to get not just something any1 can get if they get a few guys to do GVG for them

#28 fs_rdshepherd

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Posted 16 July 2010 - 18:36

hmm im sorry to break it to you guys but as far as gear goes there is only 2 options:

1) either the item is better than existing gear (not even necesarily "game breaking") and is thus used.

2) the gear is worse than the existing gear (i.e. fewer stat points) and thus is not used, or used with less frequency.

as game progresses new things are added to game and fall into one of these categories, its natural.


ur right it is but the 2 options are only limited by hcs not doing enough to allow old gear to be dumped ie not bring it back for a start unless there is a way to rid the game of the existing clutter

its been said a 100 times guild tagging was the greatest thing and the worse for this game.. great cause it ment it stopped the thieves and damn there was alot of them and worse because it was the games natural way to get rid of stuff everyone had to own there own so that kept the price of everything up and two it rid the game of gear when a player stopped playing ..

that one simple act alone destroyed the markets


More specifically, it was gear-recalling that destroyed the markets. If they had just introduced tagging, whereby gear would be returned to the guild store (or storage) when a player left or was kicked from a guild, then personal equipment would still be MUCH more prevalent. Being unable to recall gear would benefit HCS not only because people would be spending fsp to upgrade their own equipment but it would also eliminate the usefulness of guild bp mules. In the long run I also believe it would be better for the playing experience because half of the fun for me at my lower levels was obtaining and upgrading my own gear. I made a suggestion to do away with recalling gear a while back... and I can still hear the crickets. :lol:

Sorry, that's a bit off-topic but Hades opened the door. =)

#29 fs_regnier7

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Posted 16 July 2010 - 18:41

>Snip<



Don't forget, Lawd. A set can be released and have similar stats to KAX, but have one more, one less, and/or just different slots taken up.. Redundant, yes. But it would further open up different options without being overpowered. Brotherhood is a good example of this.


So is the new Takashi set. Competes with Fozdons but does not crush it.



Yup. we're on the same page on that then. lol

#30 fs_littlejom

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Posted 16 July 2010 - 18:47

Idea.


That's interesting, stats based on character upgrades or level up stats.

Could be items with no level requirement (lvl 1), add 5% to gold gain, 5% to xp gain etc.

#31 fs_littlejom

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Posted 16 July 2010 - 18:50

Gear available will always get better. Its the nature of the game. We all want bigger and better gear. Eventually gear will become too powerful and overcome all monsters with no effort. (The state we are rapidly approaching)

The way to stop the game being easier is a periodic increase of monster stats. By making the monsters stronger periodically, you can negate this effect in large part. Gear that is no longer powerful enough will be phased out or dropped or used in inventing. The new gear which is "more powerful compared to the old gear" will still be right on par to make the game a challenge.


I was thinking of that today actually especially for lower levels. A plague set I believe can last you at least until the 70's, in comparison for a high level it would not be odd for a set to last that long, but in early levels there is a HUGE difference.

The only problem with this is that you are assuming these players have all of those items, think about the players who are poor/in newbish guilds that don't even have the basic sets, just items dropped from the creatures. It would make hunting much harder.

#32 fs_bigdawg112

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Posted 16 July 2010 - 19:52

hmm im sorry to break it to you guys but as far as gear goes there is only 2 options:

1) either the item is better than existing gear (not even necesarily "game breaking") and is thus used.

2) the gear is worse than the existing gear (i.e. fewer stat points) and thus is not used, or used with less frequency.

as game progresses new things are added to game and fall into one of these categories, its natural.


ur right it is but the 2 options are only limited by hcs not doing enough to allow old gear to be dumped ie not bring it back for a start unless there is a way to rid the game of the existing clutter

its been said a 100 times guild tagging was the greatest thing and the worse for this game.. great cause it ment it stopped the thieves and damn there was alot of them and worse because it was the games natural way to get rid of stuff everyone had to own there own so that kept the price of everything up and two it rid the game of gear when a player stopped playing ..

that one simple act alone destroyed the markets



yes very true, i was just wanting to let folks know that gear is either going to be better or worse than exsiting gear, and if its worse, its value decreases quickly.

you bring up good points about guild tagging. its tough to tell how high the price of some sets could be had guild tagging + recall never be implemented, but at what cost to the players? who knows how many sets and epics would have been stolen by now.

#33 Khanate

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Posted 16 July 2010 - 22:03

Well at some point there was an idea to use existing LE and SE items in arena recipes. It was a great idea as a single arena victory could of used up 5-10 LE/SE, but it turned out to be the opposite, 1-2 LE/SE for 5 arena wins.

#34 BlackSun

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Posted 16 July 2010 - 22:47

I remember when infernus gloves sold for 10 fsps... things depreciate as they become more common.

#35 avvakum

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Posted 17 July 2010 - 17:18

gear is either going to be better or worse than exsiting gear, and if its worse, its value decreases quickly.


Roleplaying gear wouldn't be better or worse, just different in design and placement... focus on developing roleplaying content and nothing will decrease.. pirates, ninjas, girlish wicked, trollish, elvish, etc..

The decision-making quests & Roleplaying content :P

#36 ajred20

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Posted 17 July 2010 - 17:48

Ah! lol, been trying to sell a von baron set i stupdity bought for awhile. What confuses me is that there are i'm sure still quite a handfull of players in that range so why the demand for the items are so low makes no sense

#37 fs_nthnclls

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Posted 17 July 2010 - 21:18

Ah! lol, been trying to sell a von baron set i stupdity bought for awhile. What confuses me is that there are i'm sure still quite a handfull of players in that range so why the demand for the items are so low makes no sense


Guild tagging.

#38 ajred20

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Posted 17 July 2010 - 21:20

Ah! lol, been trying to sell a von baron set i stupdity bought for awhile. What confuses me is that there are i'm sure still quite a handfull of players in that range so why the demand for the items are so low makes no sense


Guild tagging.


guild doesn't want it.. its no big deal lol won't hijack the thread so carry on :)

#39 fs_nthnclls

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Posted 17 July 2010 - 21:33

Ah! lol, been trying to sell a von baron set i stupdity bought for awhile. What confuses me is that there are i'm sure still quite a handfull of players in that range so why the demand for the items are so low makes no sense


Guild tagging.


guild doesn't want it.. its no big deal lol won't hijack the thread so carry on :)


No, I meant that's why the demand is low. :wink:

#40 ajred20

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Posted 17 July 2010 - 21:56

oh hehe yea never thought of that :) thanks nthnclls


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