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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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#341 BigGrim

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Posted 28 July 2011 - 11:35

The ones that will be driven away will be the ones who are on limited budgets, who can't afford to donate to the game in sufficient quantity to get the "best" gear.


Why would they need to afford it if there are more LEs to allow them to replenish in a fun way?


Luis is talking about taxing all guild tagged gear - not the availability of crystalline gear.


Ah. Must have missed that.

#342 donalde

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Posted 28 July 2011 - 11:39

I might have suggested this before: keep things as they now are, but change so that monsters reinforced armor may take durability from weapon, and monsters piercing strike or critical hit may take durability from other pieces than weapon. How that sounds like? Same goes to PvP and GvG? This would only require changing few enchantments, and maybe players would look more closy monsters enchantments.

#343 blueblah

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Posted 28 July 2011 - 12:38

People will always complain when something is taken away from them, the same goes with the ability to make items 100% unbreakable (UB200).

The fact is that one of the first thing everyone who joins the game find out is that items have durability that needs to be upkept with gold. Now has any of you said "oh no, I have to repair my items. I quit"?

What i would like to know is the reason for breaking a fundamental game mechanic. All items have durability; this means that they are meant to get worn out as they get used.

All other buffs are designed to give a certain enhancement, but the UB200 is like making Death Dealer work 100% of the time. Or even better, let’s make a pot that allows us to gain 1 level per kill. Would this make everyone happy? For the first few days lots of people would be happy, but then they would realize that there is nothing left to the game and that is the real reason people quit.

UB200 is stagnating the game by making everything linger way too long. BigGrim has proposed a very good solution to keep items at a low cost by just introducing them more frequently.

UB200 Pros = Cristaline items are cheaper because they never break
UB200 Cons = Makes game less entertaining due to never having to work to replace any items

BigGrim’s solution Pros = 1- Items are cheaper due to everyone having more opportunity to hunt them. 2- Game is more entertaining due to having more special events

BigGrim’s solution Cons = … (cant think of one)

#344 sohail94

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Posted 28 July 2011 - 13:16

Changing potion levels, etc doesn't work, as people will buy and horde the potions. We have seen this in the past.

The simplest solution is to limit UB to 95% protection in the skill description and then the level of UB or distil or future buffs that might effect it do not matter.

+0.5% per point chance of equipment not taking durability loss during combat (up to a maximum of 95%).

+1

#345 bulseye71

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Posted 28 July 2011 - 13:18

I'm just truing to figure out why there are 2 separate "polls" being run on the same issue....one on the game page one in the forum and the forum will be run till Aug 9th????...puzzling.

#346 hades8840

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Posted 28 July 2011 - 13:42

I'm just truing to figure out why there are 2 separate "polls" being run on the same issue....one on the game page one in the forum and the forum will be run till Aug 9th????...puzzling.


because i came up with the original idea and hcs liked it and added there own poll and allowing the idea to devolop but at its core its the same thing to limit ub on crystline which is what i wanted but wasnt sure how well it went down lol now i know

#347 Leos3000

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Posted 28 July 2011 - 13:58

If you all really need/want crystalline items to break and be replenished at a decent rate change them. Not everything else.

Simple solutions:

1. Most extreme un has no effect on them
2. Better solution un effects the but only at a 50% rate.
3. Un at a 90% rate.

No need to change the buffs and pots just have a modifier for this type of equipment.

The same modifier could also be applied to all gear that is tagged.

#348 lordthade

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Posted 28 July 2011 - 15:14

I still say, keep the pots and equations exactly as they are... just drop the durability of the crystal items to something extremely low. Something that will require players be careful at all times (as people ARE with crystal, anyway) and will no doubt lead to some gear wearing down once in a while as people will definitely make mistakes.

:|

#349 Tazarian

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Posted 28 July 2011 - 15:21

Lots of great ideas:

- UB maxed at 95% (can keep the UB200, will be a UB190 anyways)
- Realms that negate UB
- Creatures that negate UB
- New recipes (using legendary and crystalline items to make new crystalline items)
- use crystalline items in potions.

All great ideas, all things HCS should look at.

No extra guild taxes on gear or, durability loss over time. A very bad idea if you go with this one.

Does it provide merchants a leg up in the game? Read the thread and, you'll find we came up with many different ways to make certain that this wouldn't happen. Just cause Hades suggested it, doesn't mean it isn't a good idea.


We know the gear needs to be fixed cause we have too much of it in the game. The new events, recipes and potions would provide content for people to be happy with.

We all know a change is coming and, like a bad tasting medicine.....we just have to grin and bare it. Let's just hope that the medicine is the cure and not the kill.

#350 fs_regnier7

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Posted 28 July 2011 - 16:14

I still say, keep the pots and equations exactly as they are... just drop the durability of the crystal items to something extremely low. Something that will require players be careful at all times (as people ARE with crystal, anyway) and will no doubt lead to some gear wearing down once in a while as people will definitely make mistakes.

:|


This will only punish those who PvP or use their gear for offline GvG protection. Both of which, might I add, break their own crystal anyway and those who never used UB200(or 190) in the first place.

The main group we're looking at are the heavy crystal users who *do* use UB pots. We don't want it to wear down that slowly.... we want regular events to be worth something! :P

#351 Neomaxiums

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Posted 28 July 2011 - 18:10

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


I actually like this if crystal were to have say 5% less protection from unb then nothing else would need to change unb 200 would still give the 100% protection to all other gear but only 95% to crystal (this way there will still be a high demand for distil) and it decays slowly also we get more events and I do feel it should be all crystal gear not just tagged as that would open another can of worms which hades seems to be good at :P

#352 vamunre

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Posted 28 July 2011 - 18:48

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


I believe if this was the case then their will be even less incentive to own your own personnel items, as they then would still break no matter what.

#353 Hoofmaster

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Posted 28 July 2011 - 19:16

Lots of great ideas:

- UB maxed at 95% (can keep the UB200, will be a UB190 anyways)
- Realms that negate UB
- Creatures that negate UB
- New recipes (using legendary and crystalline items to make new crystalline items)
- use crystalline items in potions.

All great ideas, all things HCS should look at.


I think there would only be a need to limit it in regard to crystalline items though...

#354 MadameC

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Posted 28 July 2011 - 19:25

Lots of great ideas:

- UB maxed at 95% (can keep the UB200, will be a UB190 anyways)
- Realms that negate UB
- Creatures that negate UB
- New recipes (using legendary and crystalline items to make new crystalline items)
- use crystalline items in potions.

All great ideas, all things HCS should look at.


:mrgreen: Big fan of these!

#355 sweetlou

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Posted 28 July 2011 - 19:32

The ones that will be driven away will be the ones who are on limited budgets, who can't afford to donate to the game in sufficient quantity to get the "best" gear.


Why would they need to afford it if there are more LEs to allow them to replenish in a fun way?


Luis is talking about taxing all guild tagged gear - not the availability of crystalline gear.

Let me make it clear what I'd like to see, a combination of Crystal gear being able to break and a small upkeep cost per piece on tagged gear. It would cause guilds to pick and choose which gear they wanted to keep, or pay the price to keep anything and everything.

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#356 fs_tangtop

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Posted 28 July 2011 - 19:51

I see no reason why UB should not be restricted to 95% for all items. That way it is more of a gold sink and players have to repair while hunting (unlike currently where with UB200 or higher they do not need to monitor item wear).

#357 vamunre

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Posted 28 July 2011 - 19:55

how about a tax, just to those that wear guild gear. make them have an incentive to owning there gear.

#358 JBKing89

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Posted 28 July 2011 - 20:39

not sure if the obvious has already been stated, but maybe the simple solution is to scale back the legendary events a bit. Not have 13 creatures released at once, flooding the market with thousands of items that used to be fairly scarce.

#359 Tazarian

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Posted 28 July 2011 - 21:16

Okay, only a very select few want more taxes on what we already shell out for running a guild. That would be both a horrible idea to do so and, would kill FS off the bat.

Either that, or someone would form a massive revolt and overthrow the ruling body of FS. LOL:)

Hoof:

I like the idea then of just targeting crystalline items to a point. However, what about the excess legendary gear we have in the game? It would be nice to use some of them up as well so it would give you more avenues to explore in events and gold sinks along the way.

In all honesty, why would it be a good idea to tax the guilds more? Work hard to buy sets and then, cause someone thought it a good idea to limit how many you can have or...pay a fine? Kind of bad don't you think. It costs 50 FSP/slot in the guild store, I'm certain HCS doesn't want us to stop buying them or bp slots to store gear if we'll be taxed on it. Don't you?

Either way, I'm certain that we will have a change that will reduce the gear problem to allow more events to take place.

Hoof:

Since you don't like the idea of mergeing the gear in a recipe that calls for both legendary and crystalline (that was just off the cuff for an idea). I got some others but, let's resolve the crystalline one first.

Perhaps I'll make a thread for that (if you don't use any of my listed ideas here) for that.

#360 hades8840

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Posted 28 July 2011 - 21:20

not sure if the obvious has already been stated, but maybe the simple solution is to scale back the legendary events a bit. Not have 13 creatures released at once, flooding the market with thousands of items that used to be fairly scarce.



how would that help or work the fact is no matter if you have a event once every 3 months or once a year if stuff doesnt break it stays around for ever..and dropping 13 creatures is better then dropping 1 ..13 divides available players between it having one means everyone and his mum will go after that one


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