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making tagged gear breakable


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Poll: MAKING TAGGED GEAR BREAKABLE (138 member(s) have cast votes)

MAKING TAGGED GEAR BREAKABLE

  1. Voted YES (51 votes [36.96%])

    Percentage of vote: 36.96%

  2. Voted NO (87 votes [63.04%])

    Percentage of vote: 63.04%

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#301 Bleltch

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Posted 27 July 2011 - 19:36


Personally, I simply want a cap to Unbreakables effectiveness with Crystalline.

As for the Arena based Crystallines, we can increase their spawn weight, remove the recipes from the Arena and add them to the Coliseum of Gurgriss while leaving their Quest Items as tournie Prizes. If we sort out a cycle for rotation, (i.e. three waves if you will) we can rotate them once a month. More if needed to get crystalline in at a steady pace.


If you are going to cap the effectiveness of UB on all crystalline gear, then all crystalline gear should be equally available to all players - i.e. via an in-realm LE event. Making spine break again and leaving some key pieces available ONLY as arena prizes is both unfair to none-arena players and a licence to print money for those that are currently the "top dogs".

Quite a few of the players to have commented on this have agreed that ALL crystal should be available to ALL players equally :)

X2

And i'm also wondering if they will ignore the in game and forum polls or not. It looks pretty clear most players dont want it changed. But BG really seems to want it pretty hard.

#302 Bahamut101

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Posted 27 July 2011 - 20:24


Personally, I simply want a cap to Unbreakables effectiveness with Crystalline.

As for the Arena based Crystallines, we can increase their spawn weight, remove the recipes from the Arena and add them to the Coliseum of Gurgriss while leaving their Quest Items as tournie Prizes. If we sort out a cycle for rotation, (i.e. three waves if you will) we can rotate them once a month. More if needed to get crystalline in at a steady pace.


If you are going to cap the effectiveness of UB on all crystalline gear, then all crystalline gear should be equally available to all players - i.e. via an in-realm LE event. Making spine break again and leaving some key pieces available ONLY as arena prizes is both unfair to none-arena players and a licence to print money for those that are currently the "top dogs".

Quite a few of the players to have commented on this have agreed that ALL crystal should be available to ALL players equally :)

X2

And i'm also wondering if they will ignore the in game and forum polls or not. It looks pretty clear most players dont want it changed. But BG really seems to want it pretty hard.



I would say they probably will ignore the polls cause its a broken system for the crystal items and anyone who doesn't want it changed are just abusing a flaw in the game

I also agree if crystal items are breakable all crystal items in the arena should be available to non-arena players but only during LE so they aren't spawning all the time

#303 vamunre

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Posted 27 July 2011 - 21:41

Degrading over time' it's not something I want to see. Some think it'd be fair, I believe it would needlessly punish players.


let me say being an active military member and having deployed twice since I started playing this game, for me to come back and find all my crystalline gear in my BP broken after being gones for 15 months I would be mad. I know I am not the only person that plays that is in the military. when I am over their, I can't even log on.

#304 DragonLord

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Posted 27 July 2011 - 22:11

Degrading over time' it's not something I want to see. Some think it'd be fair, I believe it would needlessly punish players.


let me say being an active military member and having deployed twice since I started playing this game, for me to come back and find all my crystalline gear in my BP broken after being gones for 15 months I would be mad. I know I am not the only person that plays that is in the military. when I am over their, I can't even log on.


OK, BG has said he doesn't want to see auto-degrade, but even in your scenario, it would hardly have been the end of the world. If you're being posted, sell your crystal and replace it when you came back from your tour. Given that the crystal events are, should the change go through, going to be FAR more often, then there will always be a plentiful supply.

#305 Hoofmaster

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Posted 27 July 2011 - 22:27

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?

#306 sweetlou

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Posted 27 July 2011 - 22:41

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?

Sounds good. But contrary to the poll, there also needs to be some kind of penalty for using guild tagged gear. It provides far too much benefit for very little cost. I would like to see a new level 1 tax structure added to the structure Guild Registrar, a per piece tax.

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#307 Bleltch

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Posted 27 July 2011 - 22:59

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?

I voted "no" on both the in game and forum polls. Killing crystal items will mostly benefit the merchant hoarders and the arena masters. The everyday player would see no benefit at all.

#308 evilbry

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Posted 27 July 2011 - 23:16

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?

Sounds good. But contrary to the poll, there also needs to be some kind of penalty for using guild tagged gear. It provides far too much benefit for very little cost. I would like to see a new level 1 tax structure added to the structure Guild Registrar, a per piece tax.

+1

well said

#309 Leos3000

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Posted 27 July 2011 - 23:25

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?

I voted "no" on both the in game and forum polls. Killing crystal items will mostly benefit the merchant hoarders and the arena masters. The everyday player would see no benefit at all.


and who would build this structure? :lol: also I see no reason to tax every item after all people had to spend some kind of FSP to store them. Whether you went nuts like some of the huge guilds and maxed out the Guild Store ( 37,500 FSP later) or just upgraded your character to hold the items.

All a tax would do is make players even more stingy on what they would buy or keep. I am sure there would be a mass untagging on gear no one used and an even more flooded market on items...

#310 vamunre

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Posted 27 July 2011 - 23:26

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?


are you asking about guild gear, personnel gear, or both?

if just guild gear ub 198. items would still die off, just slowly
personnel gear ub200

#311 vamunre

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Posted 27 July 2011 - 23:26

im fine with a tax on guild items, but there has to be a cap on the tax.

if a penalty is made for using guild gear there there has to be a pro for using your own gear.

#312 Trailman

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Posted 27 July 2011 - 23:35

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?


I believe that has been something many have suggested and most would accept. Additional ideas have been special realms where UB does not work as well as special creatures where you would have to wear crystal to kill similar to the epic titian's and the runes. I have also seen suggestions about ether potions or buffs that would negate UB if used. You might also consider linking that idea to some of the existing potions such as EW or FI but only potions I believe buffs should be left alone.

Also I suggested dropping the potion level of UB to 175 but still allowing distil to work. This will keep the merchants happy because there is still a market for the potion but even with distil the crystal items would still take damage.

I do not believe there should be a tax on guilds because of the gear they have acquired this is not fair to ether the small guilds that are well equipped or the large guilds that have been in the game a long time. Why would you want to take away one of the main benefits that a guild can offer new members as well as new players?

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#313 DragonLord

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Posted 27 July 2011 - 23:37

What's your thoughts on just limiting the effectiveness of Unbreakable on Crystalline items?


Absolutely.

If all crystalline is going to breakable again tho, please PLEASE consider making all crystalline available through realm LE's, unlike the current scenario where some crystal is only available to those who excel in the arena.

Finally,

Please leave Luisspamer's suggestion about "there also needs to be some kind of penalty for using guild tagged gear. It provides far too much benefit for very little cost." alone.

No, there doesn't need to be some kind of penalty - and if there was, how would you implement it ?

1. Reducing the amount of gold dropped per creature per guild tagged item worn ?
2. Adding a compulsory guild structure to pay a set fee ?
3. Adding a compulsory guild structure where folk had to pay a certain amount to be able to recall/use a piece of tagged gear ?

All that measure will achieve is driving more players away from the game - those that can't afford to donate or those that don't want to donate. Some may say there are offers to gain fsp's and such - yes, there are - DEPENDENT upon where you are in the world.

Guild-tagging was introduced for a reason - and I'm a great believer in the old adage "if it aint broken, don't fix it" - and this ISN'T broken.

#314 Tazarian

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Posted 27 July 2011 - 23:53

A new structure to add more tax?! No way in hell.

We've given plenty of ideas on how to fix it threwout the thread. I can even rewrite the ones I said (realms, critters and the like).

It seems that distil and UB190 seems to be a sticking point for most.

Then fine, swap out UB200 for a Distil potion in the Loyalty section and.....you can resolve many issues.

UB190 would be useful still, Distil would be a Loyalty based potion (yeah, I know....not the greatest idea but, people won't stop til you give them a 100% not to break things).

Then, throw in the critters and special event realms that negate UB entirely but, don't tell people. Make some new creatures that negate UB and some that don't. Just don't inform the players til it's too late.....let them find it out on their own.

You can even merge sets into new crystal sets (blue spine items + Emassary items = Corrupt set). Have 4 recipes usng different amounts of parts to create them.

Corrupt Plate (blue gloves + 2 knot plates)
corrupt grasp (2 blue gloves + grasping gloves)
corrupt helm (blue blade + split visor)
corrupt mace ( Bluee blade + 2 death head mace)

Invent LVL: below average
Durability of new items 75/75 (crystalline, non-repairable)

Have the resources dropped by a new creature and... there you go. An event, a way to rid crystalline gear and legendary gear.

If you do such a thing, have spines that drop the items spawn (in the caves, along with the legendary drop from the L5 set), the new creature in the realm to create a better gold sink, event and the like.

Simple stuff and, everyone wins.

#315 Trailman

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Posted 27 July 2011 - 23:56

I rather liked the idea of using crystal as components in inventing ether special potions or additional special gear. I had another thought on that as well. What about with full durability you have a much better chance of making the item and for every 25 points lost in durability you decrease you chance of making the item say 10%. Also I think that if it is broken I.E. no durability you should not be able to use it as a component at all.

Make the items all defense or as I suggested have additions to max stamina but no other gains. There has to be a reason to want to invent them. We don't need another WIN button most of the crystal/new epic items are so overpowering as it is. What ever is made from crystal needs to be a consumable such as a potion so there is always a demand or a crystal item as well so it will break over time with usage.

I like the idea of using crystal items and LE items to make new sets that will do several things for the game. I would also suggest there be a rather large amount of gold required to make the items as well as an average success rate. Not sure if the gold requirement could be coded but worth a shot inflation is killing us.

Edit: Maybe instead of the gold required a new special bound plant like the purplet flower maybe a crystalet flower that only shows up 10 times a day so there are very few of them available which will drive the cost way up.

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#316 Hoofmaster

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Posted 28 July 2011 - 00:06

I was thinking along the lines of limiting the effectiveness of Unbreakable for all crystalline items (not just guild tagged).

#317 Trailman

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Posted 28 July 2011 - 00:10

I was thinking along the lines of limiting the effectiveness of Unbreakable for all crystalline items (not just guild tagged).


By eliminating the UB-190 pot which has been generally accepted you will do so Hoofmaster. Make it a level 175 or even lower potion so distil still works with it but some damage still occurs.

Edit: I use the UB-190 to hunt with even when I am not in crystal because of the repair cost savings so this will effect everyone even those that don't hunt in crystal.

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#318 Tazarian

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Posted 28 July 2011 - 00:16

Good idea. Maybe make it that you have to buy the resource item (1 of them) from a shop that will cost 500K gold (or so), drops from the critter to complete it and, use spine + legendary gear to reduce it all.

Gold sink, event, new critters and items. Make it (the new crystalline/legendary hybird set) that items with 0 durability left can't be used (great idea).

As for using crystalline items in potions.....sounds painful to drink. LOL:) Pun aside, that could be a secondary drop from the new critter. You can make the potions bound to players and, use both crystalline items and, on higher potions....a legendary item.

This would be excellent and, keep the inventing chance at average or above average (we want to make sure people want to make the potions and have a chance with them).

The potions could be........the Distil pot. Not removing it from the game but, work your butt off for it and, you even have a potion to absorbe crystalline gear to use it.

Legendary Potion: Juice of the Gods
Blue Spine set + (whatever from deer carcass) + crystal shard
Success rate: Above Average
Buff: Distil (50) or higher (depending since it will be harder to make).
Duration: 20 mins (or 30 mins)
'
Still, rid the Loyalty of the UB200 and, replace it with 4L400.

You can keep the UB190, Distil (and let it work with UB190) and, still consume the items to make the game run better.

#319 Tazarian

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Posted 28 July 2011 - 00:28

Hoof, we've said to limit UB (or do something like I just posted to use in a potion to get Distil) threwout the thread.

As for only tagged gear, we all said that it has to be clear across the board (too many times to count).

As for UB200 as a Loyalty potion.....NO. If you had the chance to rid the ocean of the iceberg that sank the Titanic.....don't just move it and then put it back....you are not resolving that issue at all. Throw it out, make Distil a legendary pot and....everyone is happy.

UB users buy their UB190 pots, having a single component that costs 500K gold to make it (gold sink), hunt the critters (in caves or in realm) and the new legendary critter to get the drop and....boom!

You got gold/fsp sink, an event and we can get rid of gear in the game. Best of all, folks get new critters, sets and potions. Happy little campers all around.:)

#320 fs_sollimaw

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Posted 28 July 2011 - 00:33

I could deal with limiting UB to 198. Only as long as all crystalline items are available from world LEs.

That said, I dont see a need for this change.


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