Buff Combinations re : Guild Packs
#61
Posted 02 December 2011 - 17:32
AL 200-225
TH 200-225
Conserve 200-225
Animal magnetism 200
duration i think should be 2-3 hours because some players with big max stam couldnt fully take advantage of the pack in a single hour
#62
Posted 03 December 2011 - 06:06
Making suggestion with the following presumptions:
1) time will be longer than the usual 60 mins on most potions (before BM). .
2) Potions will be able to be distilled.
PvP 1(240 mins):
Chi Strike 200-225, Terrorize 200-225, Sanctuary 200-225, Flinch 200-225, DC 200-225
PvP 2(240 mins):
Flinch 200-225, Fortitude 200-225, Constitution 200-225, KE 190, DC 200-225
Titan(120 mins):
Lightfoot 400, Conserve 200, Avert Gaze 150, Distraction 200
SE hunter(60 mins):
SES 170, 4L 400, FI 800, Lightfoot 400. (maybe include avert gaze and or distraction).
Hunt(120 mins):
AL 200-225, LIB 200-225, Animal Mag 200-225, Conserve 200-225, DB 600
(the intention of this set of buffs is to give the average joe player a pack that will work with low amounts of stamina (up to 5000)). Not everyone buys hunting buffs so this is a way for many players to get something out of a pack. I also don't believe levels need to be higher, to retain a market for potions like AM 250, Lib 300, Conserve 250 etc.
Had another thought.
BG is looking at implementing new potions, which one potion will provide all buffs of 'a pack'
Granted there will be some packs that will be popular with a very small group of people so most of the guild when this pack is redeemed will likely not use the potion.
So with this in mind.
How about having a system in place, when RP is redeemed, a chest is provided to all guild members who can then choose one potion (pack) from a list of available potions.
i.e. the chest could provide (using an example from an earlier post of mine) "PvP 1", "PvP 2", "Titan", "SES", And "Hunt" potions. When the guild member opens the chest they get one of the above potions.
The advantage of this is that there will be people who don't level much, or don't pvp. They can still get useful potions if they SE or Titan hunt.
Hopefully this post makes sense.
Hopefully? This makes wonderful sense. An RP Container with these 5 pack choices is brilliant. Yes, customizable packs would be wonderful, but this is close enough that I think they could move customizable to the bottom of the list and get on some other things.
Also, the only issue I have with your buffs (well reasoned, by the way, levels, duration, all of it) is to take doubler out. There are already lots of doubler options cheap and a low max stam player would barely get to hunt with Dblr 600 on.
#63
Posted 03 December 2011 - 06:33
Had a couple more thoughts:
1) to stop the selling of potion packs (where there is the chance someone could advertise 'activating buff pack in xx mins, pay y fsp to join to get this'). If the cows could code a way where guild members who have been in the guild longer than 24-48 hours are only eligible for the potions.
2) Potions can't be used until a buff of higher level is turned off. This will become a nuisance for people who might already have a higher buff running, i.e. LF 1250 or LF 600, and then they try activate a potion with LF 400 in it, They currently need to disable the existing buff to use the potion. Can the cows code a way in to give players the option of overriding the existing buff, or cancelling action. Maybe even the option to activate the potion but ignore any buffs that are already on a player at a higher level. Example the LF400 will be ignored from the potion but all other buffs will be cast on the player, and the potion consumed.
Curious to see how people feel about these and how workable they are.
#64
Posted 03 December 2011 - 09:34
Thanks for the positive feedback Kinghomer and CloudStryf.
Had a couple more thoughts:
1) to stop the selling of potion packs (where there is the chance someone could advertise 'activating buff pack in xx mins, pay y fsp to join to get this'). If the cows could code a way where guild members who have been in the guild longer than 24-48 hours are only eligible for the potions.
I don't see this happening with the current rep packs, so maybe won't be an issue. Advertising (usually in the guild history) that regular leveling or other rep packs are used is a legitimate recruiting tool.
2) Potions can't be used until a buff of higher level is turned off. This will become a nuisance for people who might already have a higher buff running, i.e. LF 1250 or LF 600, and then they try activate a potion with LF 400 in it, They currently need to disable the existing buff to use the potion. Can the cows code a way in to give players the option of overriding the existing buff, or cancelling action. Maybe even the option to activate the potion but ignore any buffs that are already on a player at a higher level. Example the LF400 will be ignored from the potion but all other buffs will be cast on the player, and the potion consumed.
Definately needed. The current rep packs activate when there are the same but higher level buffs present, ommiting the lower level buff with no problems. Any new potion buff packs should be made to work the same way.
Curious to see how people feel about these and how workable they are.
#65
Posted 04 December 2011 - 01:46
INFORMATION
The skill Reckoning of current or higher level is currently active on you. This needs to expire or be removed before this can be activated again.
Can the cows look at changing this so that expensive pots potentially (Flinch 250 for example) don't have to be disabled for these new potions to be used. Suggestion, possibly give a prompt saying "you currently have a higher level of reckoning on you, do you want to replace it with the one from this potion?" Choosing yes will replace it, choosing no will use the potion and keep the current skill (discarding the reckoning skill for example from the potion).
We could make it give you a choice of what you want to do. For example, if you used a potion that activated Rage level 100 and Stun level 100, but you already had Rage level 150 active, it could ask if you want to just activate Stun or if you want to replace your current Rage level 150 with the level 100 from the potion. (Hope that makes sense)
#66
Posted 04 December 2011 - 04:16
EVERYTHING evilbry said looks excellent to me
Please keep the pots bound to the player not to the guild as all that would do is put a new surge of multis into the game and into guilds so people can get extra RP pots
I love the idea of making it a container rather than just a pot. with a pot you are at someone elses mercy on which buff pack you can get. if you are in a leveling guild but you PVP then odds are the founders will be doing a lot of buff pack and you will never get a PVP pack even if you want it. With a container people have a choice rather than being at the mercy of someone elses choice which in the end will make a lot of people happier i think.
as a side note please know what a buff does and how before making a pack out of it. the wrong buffs together or the wrong levels and you make them useless. lot of good ideas in here for you tho guys hope you can work some magic with it and make something awesome for the game
#67
Posted 04 December 2011 - 04:27
BigGrim is proposing that they will given in potion form so you get to use them when you want to .Ok I am confused. My understanding of what a guild RP buff pack is that it is something bought and applied to an entire guild using RP. All this talk of individuals choosing what they want from a container or concern that it should be bound confuses me. If I'm wrong please enlighten me but what I thought I knew would lead me to believe the packs are not potions and are in fact automatically applied when purchased. There's no need for container status because you choose the pack that has the buffs you want
Ah thank you I skimmed over that part and missed it. In re to that I don't see the necessity. Guild organization: this is when we do x pack this is when we do y pack. Discuss with members who would use said pack and come up with a time.
This is not always done. some guilds prefer there people to level so they will use all the RP on leveling packs and then people that PVP or titan hunt or whatever have no access to other packs should they want it. people do not always coordinate with there guild members sadly. and then sometimes its simply comes down to the odd person out. if you have say a PVPer in a guild of levelers and buff packs are voted on then the PVP will loose out every time as its 1 against a guild. i see not one detrimental thing with the pots coming in the form of a container but i see loads of advantages to it.
and i used PVP as a example there it works the same with anything, SE hunters, titan hunters, farmers, ect ect
#68
Posted 05 December 2011 - 07:16
#69
Posted 05 December 2011 - 10:40
as a side note please know what a buff does and how before making a pack out of it. the wrong buffs together or the wrong levels and you make them useless. lot of good ideas in here for you tho guys hope you can work some magic with it and make something awesome for the game
Hence this thread. I am making copious notes of things.
#70
Posted 05 December 2011 - 20:54
Anything above this level would 'break' something else in game (i.e. making Loyalty useless - and they are new potions - or make one of the most used invented potion obsolete).
#71
Posted 06 December 2011 - 21:48
*my phone couldn't handle that much writing in the text box so i had to delete
parts from it lol*
Anything above this level would 'break' something else in game (i.e. making Loyalty useless - and they are new potions - or make one of the most used invented potion obsolete).
do you think the rp packs are breaking the loyalty rewards because of al and conserve?i think not...these pots would be just that...but you could use them whenever you want as long as you got the bp to hold it...and i don't think that because they can be distilled it would make a high difference...i mean, perhaps 10-20% of players use distil pots from the special ah, and the zombie brews are getting more and more expensive so few players can afford them...also i assume this potion pack would cost more rp so it would have to be better than the current pack we got for now 3:)
#72
Posted 06 December 2011 - 22:08
#73
Posted 06 December 2011 - 22:29
i might be wrong, but from what i understood the new rp would give multi-buffs potions (so 'distillable')... if they are stronger than loyalty it would for sure break those potions, a player that has high max stam would certainly go for the higher potion between loyaly and rp pack, so yes, i think it would break loyalty AL and Cons potions and bookworm (and it would increase even more the gap between buffs and potions). maybe its just me, but i think potions level is going too high (and i cant see the benefit from it)*my phone couldn't handle that much writing in the text box so i had to delete
parts from it lol*
Anything above this level would 'break' something else in game (i.e. making Loyalty useless - and they are new potions - or make one of the most used invented potion obsolete).
do you think the rp packs are breaking the loyalty rewards because of al and conserve?i think not...these pots would be just that...but you could use them whenever you want as long as you got the bp to hold it...and i don't think that because they can be distilled it would make a high difference...i mean, perhaps 10-20% of players use distil pots from the special ah, and the zombie brews are getting more and more expensive so few players can afford them...also i assume this potion pack would cost more rp so it would have to be better than the current pack we got for now 3:)
#74
Posted 07 December 2011 - 00:57
i might be wrong, but from what i understood the new rp would give multi-buffs potions (so 'distillable')... if they are stronger than loyalty it would for sure break those potions, a player that has high max stam would certainly go for the higher potion between loyaly and rp pack, so yes, i think it would break loyalty AL and Cons potions and bookworm (and it would increase even more the gap between buffs and potions). maybe its just me, but i think potions level is going too high (and i cant see the benefit from it)
you have to look at the big picture, not just the buffs.
lets say a person plays daily.
they get 5tokens a day and buy a AL pot from rewards everytime they can.
there few and far between. thats about one a month. ppl that want them can get them when they want. donaters even more so.
now, rp (hopefully) will be increasing, but in wont necesarily be pushed into packs, some guilds may want another KKH or other guild rp made epic. as long as the packs are priced right, they should be ok, even with alightly higher buffs.
Gold / Kill peaks at about Level 310 or so - and then drops again twice - once at 1601 (from average 300g / kill with no doubler/mer/th to 250g / kill) and then again at at 1626 (down another 50g / kill to an average of 200g / kill)
#75
Posted 07 December 2011 - 02:42
I will say, however, that whatever rp pack potions you do come up with, the idea of having them in a chest where people could pick the pack they want to use is a good one. It would need some thought put into it as to how it works. In my guild, we always have RP packs running on the weekends for about 48 hours, or we activate the leveling pack when we have "x" number of stamina being used. How would it work if a "chest" was bought, people picked the potion they wanted to use, but then another chest was purchased before everyone had a chance to use the potion they were entitled to from the first chest?
I guess what I'm asking is how long would guild members have to select their potion from the chest? since your idea is that people won't miss out on rp packs because they were not online when they were activated, how will you work around this? Would a chest be sent to someone's BP when purchased by the guild, and then disappear once I chose my potion? Could I save my potion for later use or would I have to use it before I could get another potion from the next chest? Suppose I'm offline for 4 or 5 days but in that time 2 or 3 Guild RP Pack Chests were bought? These are the sorts of details I'd like to see worked out, i'm sorry I didn't explain it well but hopefully you get the gist. I think it's important that people do get to choose though, that's a fantastic idea.
#76
Posted 07 December 2011 - 07:25
1) Delivery to back packs. What about those with small back packs? Are they doomed to miss out? What if a pack is bought just when an ST is accepted or someone sends an item (wanted or maliciously) and the last space is taken up (by either the pot or the item)? Will there be maybe a temporary storage space added just for the receipt of rep packs?
2) Delivery to mail boxes. How long would they be available in mail boxes? Would it be reasonable for mail box delivery to be for 24 hours (as current rep packs are missed out on if not online and ready to hunt during their activation)? Or if the idea is for the rep point rewards to be enjoyed by all when it's most convienient then a longer period of retention in mail boxes is needed - but how long?
3) Once activated and assuming the pack is recieved somewhere, how long will the potions be available for use? Will they expire after x time? Will it be possible to collect multiple potion packs (if a chest option is available then of multiple types)?
4) A possible solution to pack and mailbox issues would be a guild page where the activated pack could be clicked on to take into the player's back pack. Once clicked and taken by a player that pack cannot be seen again by that player (until the next activation of course). Again the question will be how long should the activated pack be available for on the guild page for it, and how long will it last unused in the back pack?
#77
Posted 07 December 2011 - 07:49
my thinking is that they work like when a titan is solo'd outside the guild. It will go to your item mailbox. that way people without full mailboxes won't miss outAnother detail that needs to be worked out is where will these potion packs be delivered, and for how long will they be available?
1) Delivery to back packs. What about those with small back packs? Are they doomed to miss out? What if a pack is bought just when an ST is accepted or someone sends an item (wanted or maliciously) and the last space is taken up (by either the pot or the item)? Will there be maybe a temporary storage space added just for the receipt of rep packs?
2) Delivery to mail boxes. How long would they be available in mail boxes? Would it be reasonable for mail box delivery to be for 24 hours (as current rep packs are missed out on if not online and ready to hunt during their activation)? Or if the idea is for the rep point rewards to be enjoyed by all when it's most convienient then a longer period of retention in mail boxes is needed - but how long?
3) Once activated and assuming the pack is recieved somewhere, how long will the potions be available for use? Will they expire after x time? Will it be possible to collect multiple potion packs (if a chest option is available then of multiple types)?
4) A possible solution to pack and mailbox issues would be a guild page where the activated pack could be clicked on to take into the player's back pack. Once clicked and taken by a player that pack cannot be seen again by that player (until the next activation of course). Again the question will be how long should the activated pack be available for on the guild page for it, and how long will it last unused in the back pack?
Duration, this should be ~24-48 hours. However the cows could do it the full 120 hours they do for some items.
Think of it this way, chances are if you are offline for ~48 hours after it was announced there was going to be an RP pack used, you would miss out anyways.
I also think it's fair and reasonable to allow people to hold multiple potions/containers. There are quite a few people now with 70k+ stam and they would use maybe more than one on a hunt or more than one type when they hunt (one pack with a lightfoot potion, one like released on the weekend with RF, FI, 4L, and one with token hunting buffs).
I don't see any reason that a potion should expire. If a player starts running out of space they then are in a position to use a potion, buy more space (or list auctions), or lose the incoming potion.
Just my 2c, feel free to comment etc
#78
Posted 07 December 2011 - 10:15
BigGrim will you be getting rid of the existing rp packs when you implent the new packs ?
We'll be turning the existing packs into the new potion style.
Stuff.
Details that are still to be worked out with the Coders.
Chests and potions do not expire from backpacks so you can hold multiple. The idea is very much that you use you Guild Reward when it is most useful to you.
#79
Posted 07 December 2011 - 11:14
What if lets say a player as only 3 BP slots?Chests and potions do not expire from backpacks so you can hold multiple. The idea is very much that you use you Guild Reward when it is most useful to you.
Will the potions always go to mailbox for an unlimited time?
I think that if you tranform old packs in potions, you should raise the RP price. As it is right now, they are pretty cheap because guilds activate them quite often to have a lot of people use them. They are guilds who have them running all weekend long. But with it transformed in potions, they would have to activate it only a few times per week for everyone to have the potions for their hunts. A lot of people hunt less then once a day because of their max stamina so a lot less packs per week are needed because of this. That being said, I hope that existing packs price will be ajusted and that other packs will have high enough RP price.
GvG is pretty much dead right and I think it would need more then only RP packs to revive. Stuff such as pride into GvG rating.. Making worth going for rating and being on top of the ladder. Cause RP packs will just bring even more RP farming.
Also, I have another questions for you BG: If a player leaves a guild, will he lose the guild RP pots he has on him?
#80
fs_deadlystrk
Posted 07 December 2011 - 11:21
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