But yeah, I'm all for keeping the thread up at the top of this dead forum, but don't put links to not related pages.
New Type of Item
#21
fs_stickisgod
Posted 19 November 2010 - 02:57
But yeah, I'm all for keeping the thread up at the top of this dead forum, but don't put links to not related pages.
#22
fs_gravely
Posted 19 November 2010 - 03:11
The problem is you put it in the garbage dump of suggestions
#23
fs_stickisgod
Posted 23 November 2010 - 06:59
#24
fs_mystraven
Posted 25 November 2010 - 10:23
Someone's idea for a specialist repair shop may have merit, too - as long as the repair cost were really hefty: perhaps even as high as the replacement cost - same cost but without the hassle of sourcing again; certainly at least half the item's converted gold cost? And by "converted" I mean if the item sells for FSPs, then to repair it costs equivalent amount of gold - that could introduce a powerful and permanent gold sink (something the game needs).
Of course, the very notion of that repair option runs counter to the OP's original idea, so I wouldn't be surprised if you disapprove of it
#25
fs_stickisgod
Posted 30 November 2010 - 02:03
I still dislike fixing these items. being able to fix them will bring their value down.
#26
Posted 30 November 2010 - 07:59
and i agree there shouldnt be any way to fix/decrease the rate loss off these items
#27
fs_stickisgod
Posted 03 December 2010 - 07:43
#28
fs_cceasar
Posted 03 December 2010 - 09:54
I don't like how items are too easy to attain these days, especially epics.
and they should only last for a short period of time so every thing remains active. You don't want a person who knows what he has to abuse it for too long.
And can we think of something better than 'Decaying'? It's like the item would have to be an organic item or something. Then it would turn black and stink and make you use up x2 more stamina (walking and attacking) until you delete it from your backpack.
#29
fs_wesleyao
Posted 03 December 2010 - 10:16
Non repairable items that are highly sought after would do wonders. To add my own idea's; Make a BRAND NEW scavenging cave with creatures that drop these but they are BOUND. This way it sinks even more gold and adds a bit of a challenge to getting the items. Not sure if they should have a level requirement though.... maybe level 100 boots would give 1 extra gain while level 500 boots would give 5? 1 extra stam per 100 levels, and maybe an extra 10? XP gain per 100 levels.
Would the items loss Durability if they are just sitting in your BP? Or only if they are equip when your gain ticks? These items would be great for added XP/stam gains and if people wanted them they would have to keep sinking gold to have them. Personally I think they should ONLY give XP/stam gain boosts, nothing for arena as it's already pretty unbalanced in gear and it doesn't need something else to hurt it and leveling is already easy enough. Could work the durability out so each item works for x gains. And this may seem odd but make the higher level items have LESS durability than the lower ones. More of a boost so less time to use it.
#30
Posted 03 December 2010 - 11:12
I have two ideas on how this would work. One is very simple and the other is slightly complex.
1. [Magical items provide bonus stats on top of a base stat] (Complex)
Magical items must be "charged(repaired)" before they hit 0 durability. If they hit 0 durability the spell is gone for good and the item becomes a dud. Each time you repair a magical item it loses max durability. Let's have an example.
[Enchantress' Blade]
Attack: 100 + 200 Magic
Damage: 100 + 300 Magic
Durability 20
The weapon now loses 15 durability and I decide I better repair it. The weapon returns to full durability but how has halved total durability
[Enchantress' Blade]
Attack: 100 + 200 Magic
Damage: 100 + 300 Magic
Durability 10
The weapon now loses another 9 durability and again I repair it(close call. The weapon again returns to full durability but again now has halved total Magic durability.
[Enchantress' Blade]
Attack: 100 + 200 Magic
Damage: 100 + 300 Magic
Durability 5
The weapon now loses another 5 durability before I could repair it, which means it just broke. The weapon loses the Magic stat.
[Enchantress' Blade(Dead)]
Attack: 100
Damage: 100
Durability 5
2. [Magical items work similarly to crystalline in that they do not lose stats as they get damaged] (Simple)
Magical items must be "charged(repaired)" before they hit 0 durability. If they hit 0 durability the item is destroyed. Each time you repair a magical item it loses max durability. Let's have an example.
[Enchantress' Blade]
Attack: 300
Damage: 400
Durability 20
The weapon now loses 15 durability and I decide I better repair it. The weapon returns to full durability but how has halved total durability
[Enchantress' Blade]
Attack: 300
Damage: 400
Durability 10
The weapon now loses 10 durability before I could repair it again(dang). Boom it's dead.
#31
fs_stickisgod
Posted 04 December 2010 - 03:24
No actual stats, just xp and stamina gain.
#32
Posted 04 December 2010 - 03:42
It is a good idea, but I doubt the cows would make it powerful enough to be used over buying 25stam from the upgrades page, as they would lose $$.
Overall good idea, better than a lot of others I have read.
#33
Posted 04 December 2010 - 04:39
..... like take the high level UB pots out of the game and UB buffs... or just have UB buffs effect only normal items.. (so i can quit pressing "R" all the time)
Is this just a high level player wanting more stam gain to fill his 1000000 max stam that he has to wait for weeks for.?? :shock: lol jk :mrgreen:
#34
Posted 04 December 2010 - 05:09
If an items durability reaches zero, the item disappears. No matter what kind of item it is. LE, Epic, regardless.
Say I log off for a week and someone who is just plain mean puts a guild conflict on my guild and 100 stams the heck out of me and my durability hits zero. Does the item disappear ? Heck yea it does. Once the item hits zero, its gone.
Say I'm hunting and I dont repair often enough and I hit zero, yes it disappears.
and the more my durability goes down, the bigger jumps it goes down. Say I have 10 durability left, it might jump down 10 points where if I have 90% durability, it might only drop 1 or 2 points. Less with unbreakable potion / buff on of course.
This would cause people to have to repair more, buy more potions / buffs. Distil, unbreakable.
Also log on more often to make sure their not being attacked.
Now of course you can put on protection for a vacation. Similar to the pvp protection.
But I dont like the new pvp program. but the protection would keep you from being gvged or pvped for a certain amount of time so you can go on a vacation or whatever. And this must be paid for in gold. like 10 million a day. 20 million 2 days. 30 million for 3 days. for example. Huge gold sink.
#35
Posted 04 December 2010 - 05:13
Similar to the pvp protection.
But I dont like the new pvp program. but the protection would keep you from being gvged or pvped for a certain amount of time so you can go on a vacation or whatever. And this must be paid for in gold. like 10 million a day. 20 million 2 days. 30 million for 3 days. for example. Huge gold sink.
This is irrelevant to the topic! and most of it is irrelevant to your own topic!
#36
Posted 04 December 2010 - 19:00
Similar to the pvp protection.
But I dont like the new pvp program. but the protection would keep you from being gvged or pvped for a certain amount of time so you can go on a vacation or whatever. And this must be paid for in gold. like 10 million a day. 20 million 2 days. 30 million for 3 days. for example. Huge gold sink.
This is irrelevant to the topic! and most of it is irrelevant to your own topic!
I apologize for making this where you can't understand it. I'll try to type more elementary next time.
#37
fs_marinzeus
Posted 04 December 2010 - 21:01
And since I'm too lazy to make a different thread, can I add an idea of mine here? It's kind of related to this idea, it involves a new kind of weapon. I was thinking we can have some kind of weapons we can "throw", and this way instead of durability, they lose amount. That amount can be lost every battle, or even every round, and when it hits 0, you lose it. Shurikens, kunais, daggers, etc. I think it should be stackable, so you can just put it all under one amount.
EDIT: Would both these ideas just give an awesome amount of ideas for level 1000 skills? :wink:
#38
Posted 05 December 2010 - 02:39
I apologize for making this where you can't understand it. I'll try to type more elementary next time.
ok thanks
Just didn't want another thread gone to PvP discussion. :roll:
#39
fs_stickisgod
Posted 07 December 2010 - 01:23
One of my favorite ideas involve these items coming from caves, and being bound. Nice gold sink.
#40
fs_wesleyao
Posted 07 December 2010 - 11:51
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