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New Type of Item


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#21 fs_stickisgod

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Posted 19 November 2010 - 02:57

Bump Bump, keep it civil people ;)

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

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Posted 19 November 2010 - 03:11

I think you've got a pretty good idea here, stick.

The problem is you put it in the garbage dump of suggestions :P

#23 fs_stickisgod

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Posted 23 November 2010 - 06:59

Yeah, I know. I have this thing with putting threads where they belong. 8)

#24 fs_mystraven

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Posted 25 November 2010 - 10:23

I think this is a good idea. I think the items themselves would have to have higher durability values than is normal, as having an item die in 4 or 8 days, for example, would be a bit rough, I reckon. having the decay trigger off the hourly gains mechanic seems elegant enough to me - should dodge most abuse; the only way I could see it abused is if one player who gets his on the hour puts it on, then another player who gets at half-past puts it on - but then the item decays twice in that hour, so "justice is served", so to speak (in fact, it would be an interesting playable angle, to use up an item faster with timed transfers - at the end of the day, the resource is still finite, you get to choose how and how quickly you use it up...)

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

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Posted 30 November 2010 - 02:03

bump bump bump.

I still dislike fixing these items. being able to fix them will bring their value down.

#26 Swagger

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Posted 30 November 2010 - 07:59

me likes. you could even have buff specific items aswell. lose some stats but get a constant last ditch buff.maybe ?

and i agree there shouldnt be any way to fix/decrease the rate loss off these items

#27 fs_stickisgod

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Posted 03 December 2010 - 07:43

You will love this idea, I promise. :mrgreen:

#28 fs_cceasar

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Posted 03 December 2010 - 09:54

this would make more sense if it were found in chests only :)
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

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Posted 03 December 2010 - 10:16

I wouldn't mind seeing this added.

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 SirAdmiral

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Posted 03 December 2010 - 11:12

How about we change the name Decaying to Magical and also add "magical" damage.

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

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Posted 04 December 2010 - 03:24

Bump it or dump it.

No actual stats, just xp and stamina gain.

#32 Splash

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Posted 04 December 2010 - 03:42

imo the success of this would depend on whether the item is not powerful enough. Atm it costs 1fsp for 25stamina, so say a stamina gain item of this type lasts 10xhourly gains, and it costs 30fsp to get, (Such as in the caves or buying a chest location) it would need to give at least +75 per stamina regain just to make it break even with easily buying stamina from the upgrades page.

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 grimforest

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Posted 04 December 2010 - 04:39

why add a whole set of new items ??? seems like a lot of unnecessary work!! I think it would be better to try and fix the problems with the old ones...(or make them how they were meant to be)
..... 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 Xainth

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Posted 04 December 2010 - 05:09

I suggested once something different but it could work with these sets also.

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 grimforest

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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 Xainth

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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

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Posted 04 December 2010 - 21:01

Again, the idea is good, but the name can be discussed. "Decaying" is way too much like the Decay set, a lot of ideas can be given, like melting, corrupted, etc.
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 grimforest

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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

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Posted 07 December 2010 - 01:23

Loving the feedback. I refuse to leave page one!

One of my favorite ideas involve these items coming from caves, and being bound. Nice gold sink.

#40 fs_wesleyao

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Posted 07 December 2010 - 11:51

Bump while Hoof's around. Maybe he'll see it and comment :o


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