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Thread: From destruction comes rebirth: items could "break"

  1. #1
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    Default From destruction comes rebirth: items could "break"

    Istaria after Virtrium took place is improving in many way.

    It still lacks of something though. It lacks of a "pump", something that makes the gears move.

    In real life and in MMOs that something is usually called "economy".
    Economy has never been Istaria's strong point, for many historical and less historical reasons.

    But economy as we imagine it is not really needed to make Istaria dynamic.


    What is needed is to find out what drives or can drive the game and put it in motion.

    Istaria has an heavy bias into crafting and creating items. As such, there would be the best place to poke the nose at.


    Current state:

    - Every crafter in Istaria can learn everything and retain the knowledge forever.

    - Every crafter in Istaria can produce hugenormous amounts of stuff.

    - That stuff, once made, never dies. The new guy entering the game joins the guild and pronto, another player hands him his *2004* items.
    All perfectly working since ever and forever.



    Effects:

    - The game got slowly clogged with perfectly teched stuff. There's no reason to make more.

    - Crafters who wanted to sell stuff they learned to craft, cannot. Because the 2004 set is here after all, why make another?

    - Traders cannot exist. Everything is verticalized in the guild, plots explode with unused teched stuff for every imaginable use and left to sit there so newcomers can use it.

    - Adventurers just quit. Why bother killing 500 wolves and then have your hands full of no value trophies? No one needs to make anything with them. Pawnbroker timeee! Yawn. Why bother. Why play.
    Ah, yes, because we are friends. Oh wait, I am going to MSN my friend, it's really the same, plus we can talk. => /cancels sub.

    - Crafters have less and less customers. Why create 6 teched axes when there's 3 adventurers left ask for weapons?


    From there, a spiral process starts. A sick process slowly but surely demotivating people to play.

    Sure, there comes the new patch. 1-2-10 or even 30 days of fun. Then back to yawn-town. /cancel again /lurk mode on (waiting for anything new to happen again).




    Now, the work to revitalize Istaria could include this: gear and weapons can break - up to a point - and spells could also need stuff.


    But wait. Having stuff breaking is boring. You have to find that special guy with 118 crafting schools who can redo the super-duper impossible tech again and again.
    Plus what if my axe breaks while fighting Godzilla?



    So let's give this old, old debate a twist.


    - Only items with 3 tech slots can break. Newbies are spared. Your precious tier 2 2004 set safe.

    - The break is not a real break. Let's remove the annoying bits off the process, it's not needed that stuff "dies".

    Every time you die, on half of your items (number subject to tweak, this is but an example copied off another game), one of the 3 techs gets flagged as "broken" and won't benefit the item any more till it's repaired.

    "So, what's all of this blurb for?"

    - An item with broken techs behaves like an unteched one till fixed. To fix it you must purchase a repair kit.

    Repair kits can be made and applied by the relevant crafter. Example if I break a boot, I go to an armorsmith (the general blacksmith won't do) and he'll use a repair kit on it.
    Or I can train armorsmith and do it by myself. The important part is that something "leaves the system", not that it's hard to replace.

    The kits are made with:

    - 1 recipe/formula (duh)
    - 1 NPC bought cheap ingredient (this makes money to go out of the system)
    - 1 (not all) of the ingredients of the tech that got invalidated.
    Possibly the satyr island component, else everyone will just farm easy sauce animals for that

    Example:

    I break a boot where one tech was made with 2 ogre toes and 1 wolf tooth. I have to make or buy a kit with the recipe, the NPC bit (1 silver cost, not Nadia pricing) and an ogre toe.


    For weapons, the mechanism is the same.

    For craft gear it's different. When you die, less than half of it is affected (that is less than combat items). But craft gear wears down even if you don't die (this to avoid people teching craft gear as battle gear or to never leave their basement knowing their gear will be eternal).
    The wear down mechanism could be the one experimented for blighted gear. Past 33% weardown or when you die (the one coming first), the item cracks and 1 tech gets invalidated and then is managed as the items described above.

    For spells it's different again.

    You would use the spell as is like today but its effect is halved.
    To use it at full you get a component (like in other MMOs) of the right element.

    Example: ice spell. You buy / make an "nuggets of ice" component.

    It's a 100 casts, very light use item (so you don't get your backpack drained down) made with

    - 1 recipe/formula
    - 1 NPC bought cheap ingredient
    - 1 ice wolf or whatever ice creature trophy.

    In case of epic / event techs, the component could drop off a boss or a named. Call it "nuggets of deity".

    This brings more depth to the roleplay and makes both money and item go out of the game.



    Consequences of the above:


    - No pain and risk to lose the gear for real.

    - Crafters have something to do and finally not just trash it in a pawnbroker.

    - Adventurers "feel the risk" more (which is positive) and most of all are finally needed to provide for the stuff leaving the system.

    - Having adventurers feel useful and profitable, they will grow in number, which will demand for more crafters...

    - Players are enticed levelling specialized craft classes and thus stay longer in the game.

    - The NPC made bits remove a bit of the massive money accumulated in game

    - More recipes to collect



    Doesn't this sound good? And part of it can be done by recycling existing code.
    Vahrokh Vain - Ancient dragon level 100 adv 100 craft 34M of untainted, fireworks and other crap free hoard.
    Isarion - Reaver Healer Spiritist, many craft classes.

  2. #2

    Default Re: From destruction comes rebirth: items could "break"

    I like your idea... Basicaly the law of supply and demand... there is no demand cause nothing "breaks" or uses up anything there for gear is uber and never needs replaced and what not..

  3. #3
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    Default Re: From destruction comes rebirth: items could "break"

    I don't really see the point in having spell decay. Unlike equipment, spells cannot be unequipped and resold. They leave circulation as soon as they are scribed, just like formulas and techs.

    I also don't think repair kits should be made with formulas, unless I misunderstood what you meant by requiring a formula for the kits. It should utilize gathered resources, the one tech comp, and the NPC provided ingredient, if anything. Formulas already have more demand than many things in the game now that many are drop-only as well as not reuseable. Besides which, trying to find a specific formula through drops to repair your armor could take a -very- long time.

    .:Malestryx:.

    Aegis Shatterer - Scourge of the Scourge - Blight's Own Decay

  4. #4

    Default Re: From destruction comes rebirth: items could "break"

    I have given this some thought.
    1) things need to get "used up" or "recharged"
    2) incentive to make or remake gear
    3) stimulate economy

    So here is a idea. Lemme lay this on Ya
    Plot fluff. Yes stuff on a plot that gives bonuses (hear me out). What if we could build "shrines" to boost / enhance base skills and attack defense and evade,these "shrines" need charging/recharging because they slowly discharge. Use hoard to charge them (anything hoardable) to recharge them. As I wandered about in game. I saw statues of the various races. could it be that we could use these "statues" in smaller form of course,and have them built on a owners plot. the statue gives a Boost to the owner. the statue has a "gem" associated with it. the gems get set in gear (gems are attuned). and the gems draws on the power of the statue to give you the boost. there for as items are used ( like blight gear) they discharge the shrine. The higher t/level the shrine the better boost the faster is discharges the more is can be charged ( small example t1 shrine for strength +5 (dwarf statue) 1000 full charge discharges 100 per day. we can have a shrine to boost every base skill t1 attack shrine (dragon)armor shrine and defense shrine, 1000 full charge and how ever the blighted gear thing works. where your gear has charges and gets used up as you use the gear and it gets hit or makes a hit and a discharge per day.) then you scale it up the higher the shrine the better bonuses you get the more it can be charged, T1 1000 T6 6000 and they have to be recharged. or you lose the bonus.

    Bounus: Plot fluff
    Bounus: personal boosts
    bounus: items in demand that get used up (economy)
    Con: poor devs have to do more coding and hate me

    just my 2 cents.

  5. #5

    Default Re: From destruction comes rebirth: items could "break"

    I love the idea of statues on plots, I've wanted tiered fountains with different statues on them for a long time. However, I think the decay thingy would be better applied directly to the gems.

    We already use socketed stuff - why not have the crystals be the decaying items? That way the gear remains intact but crafting/looting the gems/crystals would be the renewable demand. There was talk at one point of making crystals craftable instead of just loot drops; I'd love to see that implemented, especially for dragons to make. It'd balance out the dependence on bipeds for potions a little bit, no?

  6. #6

    Default Re: From destruction comes rebirth: items could "break"

    I think the statues onthe plot tied to the crystal would make older gear obsolete.. youwould still have to socket the crystal the statue gives ya... BUT when the statue decayed. then you just do not get the bounus. recharge the statue the crystal is active. also that means the lowbie has ot at least have a plot and a statue on the plot to make it all work .. not just pass him gear and off ya go .. also we might implement a item to recharge the crystal you need a Wire thing to channel the power ( kinda a play off the whole myloc queen power thing)

  7. #7

    Default Re: From destruction comes rebirth: items could "break"

    Perhapps only tiers should be recharged. I would say t4 an t5 just because its much easier to attain coin that previous tiers and on top of that its when you really need armor, so a person would normally stack up on something like that.
    ^.^ *Speed Demon of order..*

  8. #8

    Default Re: From destruction comes rebirth: items could "break"

    I really like the idea of trying to stimulate the economy! Anything to give crafters a way to actually make items that are needed, rather than (as the OP pointed out) being able to hand over gear that is 5 years old.

    I'm not a huge fan of "breaking" items, because it detracts from the fun. I just want to get out there and smack some zombies around, not check every item of equipment I have to see when it will break/require repair. If it means I need to visit an armorsmith (or do it myself) I still have to travel somewhere to perform a task that doesn't give me any reward besides allowing me to continue playing. If it is stopping me from playing, it isn't a good thing IMHO

    For bipeds, Istaria has 7 jewelry slots, two hand slots and (I don't think I can count!) 8 armor slots. So that's 17 items you need to check, and most people have multiple tools (I have, literally, one of every tool on my all the time "just in case") as well as multiple armor/weapon sets. That could easily get out of hand having to check the status of all your kit.

    This has been raised before in another thread, but why not just make any teched item auto-attune? No hand-me-downs, no borrowing of items, no resale value of teched items. You get them specially made for you, you keep them for life, or you decon them when no longer needed. No second-hand stores in Istaria!

    This automatically creates a "I need xyz for Tier 2!" based economy. The main problem people would have IMHO is:

    Q: I have so much gear! How can I store it all now that we can't share it in the guild/silo/house/whatever?
    A: This impacts multi-classed crafters. As Homer would say: "Can't somebody else do it?" Let's get people specialising in crafting rather than the "I can do everything myself if I want to!" mentality. I know some people want to play solo, and they still can, but we should be actively looking to provide a reason for crafting rather than a "build it because I can".

    Q: But what do I do when I don't need my armor any more?
    A: Decon it. Sell it to pawnie. Have a small bonfire. Consider it a "wow I made the next level, good I can get rid of this old crumby armor and get new stuff!" graduation ceremony.

    Q: We don't have enough crafters in-game to keep up with demand!
    A: We do - it's just the current system doesn't reward crafters, because there is no demand at the moment. The Cheese Queen would be in a better position to comment on Blight population, because I imagine Blight, then Order, would be the most impacted. Anyone from that shard able to comment?

    Q: This won't stimulate the economy! It will destroy it!
    A: There is no economy. We play a wonderful game with wonderful people who have, wonderfully, killed the economy by default Using any method to *force* (yes, I said the evil word, bwaaaaaaahahahaha) people to buy new kit is IMHO the way to go.

    I would imagine this would be far easier to implement by the devs for one thing, as we already have attunable items in-game. Which means it could be implemented far more quickly.

    /me puts on flame-retardant gear
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  9. #9

    Default Re: From destruction comes rebirth: items could "break"

    I like the idea of having all the techs make the item attune on equip, mainly because it sounds like it's not that difficult to implement (only somewhat time consuming considering all the techs there are in the game)
    I just lost the game.

  10. #10

    Default Re: From destruction comes rebirth: items could "break"

    Bah, not that dreaded item decay! We already have death points and penalty. Why add another penalty on top of that?

    Spell components needed to cast full power spells? No, no and no. As a dragon, I already have to burn hoard even to use some of my abilities at all! I certainly don't want anything remotely similar added to spellcasting, regardless if the caster is a biped or a dragon.

    But, in general, stimulating the economy is good. But we shouldn't do it in a way that penalizes players too much.

    I like some other ideas though.

    Crystals could be tweaked. Perhaps in a way that encourages eating them more so they leave the system. Change DCRA so that dragons can make them, to create interdependency. At least some of the crystals could and should be attune-on-equip. E.g. if a crafted crystal is more powerful than it's looted 'counterpart', make it attune-on-equip, and vice versa.

    Most teched items, perhaps even all of them, could be attune-on-equip.

    Make new items that can only be constructed out of lootable components. Some of you talked about statues? Maybe mobs could drop statue components? And comps for other fun stuff that would be desirable Make all these items attune-on-equip if they are wearable. Again, interdependency should be a goal with these items.

    These are my 2 cents.

  11. #11
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    Default Re: From destruction comes rebirth: items could "break"

    no item (weapons, armor, tools, bp and bags, all teched items, etc.) decay, i repeat, no decay. no no nono nononononononononono

    xstal decay or depreciation, yeah i am with that - i have a vault full of (level 100) xstals i can't use or even give away....decay there, i can get behind.

    no more 'bind on equip' items.....nononononono, enough of them. only emblems, titles, special stuff like loyal rewards MAYBE - things unique to your character - should be attuned on equip. i hate not being able to 'hand down' items.

    i like the lootable resources idea a lot but NO ATTUNE!!!! see above statement.

    no offense to anyone! its all just me....
    you can't cast a play in hell and expect angels as actors
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  12. #12

    Default Re: From destruction comes rebirth: items could "break"

    All hail, o mighty Cheese Queen!

    V, can I ask, why no attuning of teched items? I'm interested, because I actually wonder how often people give their items away that they have used? Because...

    - if the answer is "all the time", does that therefore make you a crafter that makes a lot of items? And therefore you should be part of the economy? Not a member of the unofficial "Free Goods of Istaria Inc"
    - if the answer is "some of the time", then does it really affect you that much?
    - if the answer is "hardly ever", then no problem!

    I'm not attacking, I'm just very curious about how much people would really be impacted. I truly view this as a quick-fix for Vi (probably massively understating how difficult it is to make every single teched item attunable, but there you go!) that can be rolled out in-game, and I don't see people being impacted that much. I know this may have short-term impact on people, but the long-term goal everyone seems to be in agreement on is "we want a better economy". Well, we want *an* economy Because we all seem to understand it will make a better game. The issue seems to be, no-one wants to change anything lol which is understandable.

    But seriously, have a look in your vault, your plot, your backpack, and your guild house - is all that stuff *really* required? Yes, it's very handy to be able to share a single set of T5 Fitter gear, but does it really get shared that often between guildies/friends? And if it does, how often? Daily? Weekly? Monthly? Once a year? How many people actually use the same set of gear even? I am absolutely sure that some people do (I'm in EoI on Chaos, and we do, but I wouldn't call it an everyday eveny), but I would say it doesn't happen all that often.

    I believe Guilds would be impacted the most, as they are probably the ones who share the most kit between themselves.

    Of course, that's IMHO. I bow to your knowledge, oh Big Cheese.

    PS I'm not expecting any of Vi to answer in this thread as whenever Devs get involved with suggesting a major change it seems to get way more attention, like it or love it lol. I ll agree it is an important issue but a touchy one as pointed out by the OP, because everyone loves their items. Me included! But I'll happily sacrifice everything I own (100 Jeweller = 100s of jewelry lol) if it means we can get an economy.
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    Member velveeta's Avatar
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    Default Re: From destruction comes rebirth: items could "break"

    well, stale, i do craft for free for peeps who ask, i also have several rare items or teched items i was given that i some times loan out - after i have used them. most recently, i have loaned nia my kira dress clothes. i have loaned backpacks and satchels and teched armour and weapons/tools and cargo disks and masks and snoballs and food and all that. in fact, i wish one could apply novians to other peeps plots - i hate having to delete the leftovers every time i move.

    it is my understanding that attunement means no trading. i am very against that, for the above reason among many.

    i believe only items unique to your char - quest items, emblems, etc. - should be bind on equip. barter is just as viable an economy as cashy money, after all......
    you can't cast a play in hell and expect angels as actors
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  14. #14

    Default Re: From destruction comes rebirth: items could "break"

    *mumbles* nonono no decay- this dragoness is ol`and lazy and hates changes.
    Hunting on Satyr for new comps causes nightmares.
    I`d rather go to sleep in my lair or plant flowers on my plots, than make me new scales- or polish èm up everyday.
    ahh *rainbow eyes* or give us back Nadia- then I will think it over again.
    *cradling her pv-scale* poor thing- who will be able to repair that??

    So: No good idea- economy will only grow with growing population-
    which is not given atm.

    Attunement is np for me- makes a lot of sense: Who wants to wear worn-out equippment, that even does not fit right, cause it was made for someone else?

    (btw- I share all craft scales with Flame)
    YOU told me to play a dragon!

  15. #15

    Default Re: From destruction comes rebirth: items could "break"

    Quote Originally Posted by velveeta View Post
    well, stale, i do craft for free for peeps who ask, i also have several rare items or teched items i was given that i some times loan out - after i have used them. most recently, i have loaned nia my kira dress clothes. i have loaned backpacks and satchels and teched armour and weapons/tools and cargo disks and masks and snoballs and food and all that. in fact, i wish one could apply novians to other peeps plots - i hate having to delete the leftovers every time i move.
    OK that's what I think will be most people's response to sharing i.e. free crafting for peeps (nice ones ), some loaning to friends/guildies etc. Snowballs and food are consumables so I wouldn't see them as requiring attuning i.e. anything that is single-use is gone anyway.

    Quote Originally Posted by velveeta View Post
    it is my understanding that attunement means no trading. i am very against that, for the above reason among many.
    On the contrary - I am hoping it will mean more trading! This is partly why I consider the economy to be broken - there is no established demand for goods. Players level up, find out what they want, ask on MP for the item(s), and hey-presto off they go. Which is fabulous, and should be encouraged! However, often the goods they get are second-hand ones, so there is no requirement to craft anything new as nothing is being consumed.

    I am hugely oversimplifying the Istarian economy and economies in general. But as with any economy - without demand, there is no need for a supply, and that's pretty much where we are at the moment. If all items are attuned *on equip* (as per current items in-game that are attunable) it means you wear them until they are no longer useful, and then you buy new ones. So any trades that occur are for the purchase of new items, not second-hand items.

    I would make non-teched items not attuned to help out new players, who don't have large cash reserves, the skill to make goods, and/or guildies to help out. Most don't really get teched items until they reach 20+ because of the marginal benefits anyway.

    Quote Originally Posted by velveeta View Post
    i believe only items unique to your char - quest items, emblems, etc. - should be bind on equip. barter is just as viable an economy as cashy money, after all......
    There is very little bartering, because of the lack of demand in-game. This is definitely a case of a small server population, but there is very little incentive for crafters to see goods, unless they are consumable. This means things like tech ingredients, potions, food, and hoard. All items that are single-use, and required by players for the same reason. Attunable items would increase demand for these too.

    Pity there isn't a way to charge for creating goods as well, like you have to pay to use crafting stations when making teched items. Then you could still mass con/decon non-teched items without penalty, but like "oh, you want to make a teched item? pay up buddy!"
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  16. #16

    Default Re: From destruction comes rebirth: items could "break"

    But Stale- who needs money anyway??
    Yes I understood what what you mean-to buy other things I need.
    But when it comes to equippment- I can do everything by myself-hunting for comps included. And so can most of us.
    Noone can pay my time, when I am asked for a teched scale set if comps are not available)- and why should I take money?
    I would pay good money for food (which is sold by our beloved cooks much too cheap in my eyes), potions and comps-last two not available in our consis-
    why not? Cause those who could supply it do not need money.
    I think we run in circles here, for different reasons.
    Low population, the missing of a money sink and the friendly, helpful attitude of the players are some of them.
    YOU told me to play a dragon!

  17. #17

    Default Re: From destruction comes rebirth: items could "break"

    What you say is exactly right LV - who needs money? But I guess that's part of the problem. We "elder" players are the super-rich elite! Living in our luxury villas/lairs, travelling in our fancy new fully teched clothes, most with completed plots (or at least well on the way). We don't want for anything - all the money we could ever need, our fellow 100 craft players that can make anything, all available via a quick guild-chat or MP request.

    But anyone new is essentially living on our charity. They are spoilt by their rich, doting uncles and aunts and are given everything they need from day one What, then, is left for them? They don't really need money as they don't need to buy anything; they don't need to collect anything; they don't need to work at all! And after that, what is left in Istaria to do? Build plots, and adventure, because everything else is done? Surely we want the new Istarians to participate in our wonderful community! How can they help others if their uncles and aunts do everything?

    It's not a bad way to be at all, I absolutely love our wonderful community! But we need to aid new players by giving them a way to succeed. We need to cut the apron strings and let them leave our rich nests so they can find their own way in the world!

    What I am suggesting isn't really that crazy. Well, not for me anyway The game engine supports the proposal; most elder players won't even be affected as we already "have everything"; and it gives new players a chance to participate in the game by making a living out of something besides potions/food/occasional construction. There are 1,000s of different items that can be crafted, of all tiers and ingredients. There is an economy out there waiting to be kick-started - we just need to have a big bonfire for all our second-hand clothes

    Low population is a definite issue, but over the last couple of months I have been logging on and am pleasantly surprised that there are low-level players online. Which is a bonus, seeing as I am in a different time-zone to most That means new players are looking at Istaria, and I hope it snowballs a lot more as well!
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  18. #18
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    Default Re: From destruction comes rebirth: items could "break"

    The biggest problem I'd have with attuning all tech'd items on equip is storage. As soon as they're equipped and attuned, I can no longer utilize any property storage to store them. That can turn into a lot of stuff that can only go in my inventory or vault.

    I do think that if that issue can be resolved that attuning is a better way to go than decay, for exactly the reason StalePopcorn brought up - it can interrupt playtime when gear breaks, and in Istaria, it could take a long time to get your gear fixed and get back out to where you were. Attuning would be a similar system to at least one other game, and that game seems to have a working economy in that I can put the majority of player-usable items up for sale and eventually someone will buy it.

    Another hurdle for attuning all tech'd items would be to give a sufficient window of time for players to have warning of the change and to get their gear back from players they may have lent their gear to, since Istarians have been so used to lending stuff out with the current system.

    .:Malestryx:.

    Aegis Shatterer - Scourge of the Scourge - Blight's Own Decay

  19. #19
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    Default Re: From destruction comes rebirth: items could "break"

    I don't really see the point in having spell decay. Unlike equipment, spells cannot be unequipped and resold. They leave circulation as soon as they are scribed, just like formulas and techs.
    Well, I also consider it optional.
    I still included it because I can foresee the spell makers calling unfair that the other schools get new income and fun while they don't - as spells don't decay nor break.


    This has been raised before in another thread, but why not just make any teched item auto-attune? No hand-me-downs, no borrowing of items, no resale value of teched items
    This is a very old question you can find asked since years.

    Auto-attune is good for games where there's no real crafting, like WoW. There you get stuff tied to you that is "epic" and the developers don't want it to be super-farmed and given to everyone.
    It's different than our issue, WoW has few and very bad crafted items, crafting is a pure time sink there (well, armor and weapon crafting at least).

    In Istaria we don't really care that guy X gets a teched item, because he could as well have bought everything in the consigner, it's not a "status symbol" like in WoW.

    On the contrary, in Istaria there's a strong push on crafting but to keep crafting actually done we need to create the periodic need for new stuff to be made.
    This gives crafters something "real" to do and something to earn with human relations (ie not all money off pawns) which in a MMO is always a Good Thing.
    At the same time, the demand for new gear pushes someone to go out and kill the reagents, that is adventurers.

    That's really all about this idea, for sure it's not an evil plan to "punish" people for having teched items.

    Another game called EvE Online has as huge push on crafting (actually I have to admit that it rivals Istaria) and it does not use the "bind on equip". When you die you just lose half of what you have (which is really painful).
    Hard core stuff not to copy in Istaria as is, but the basic idea works: crafter keep doing stuff that is promptly needed and bought by combatants.


    Bah, not that dreaded item decay! We already have death points and penalty. Why add another penalty on top of that?
    Do death points and penalty bring players back in the game?
    Because that's the plan with this. At the moment there's an huge offer of stuff with no demand caused by lack of need. As I wrote above, people just unsubscribe when they have nothing to do. What do you do once you have plots, gear, epics and there's not a single dynamics happening? It's like paying a recurring sub to be in a never changing postcard.


    So: No good idea- economy will only grow with growing population-
    which is not given atm.
    Population growth does not grow without economy. Aka a reason to do stuff.

    Economy does not grow with population either, because with the current system a lone crafter can cover thousands of players with ethernally functioning gear and saturate the playerbase. Once at saturation we are back to square one: nothing more to do. Crafter gets bored only running to pawn any more and quits. Adventurers got their gear but no request to do anything like ie acquiring those scary satyr island items for you. So they grind some epics and quit.

    And voilÃ** back to today's desert Istaria.
    Vahrokh Vain - Ancient dragon level 100 adv 100 craft 34M of untainted, fireworks and other crap free hoard.
    Isarion - Reaver Healer Spiritist, many craft classes.

  20. #20

    Default Re: From destruction comes rebirth: items could "break"

    Honestly, I think there is plenty for a crafter to do in filling needs/selling on connies in the following areas:
    1) potions
    2) foods (some are taking care of this)
    3) crafting gear
    4) nearly all other items if tech'd

    Newer players have complained that they cannot get mid-tier items after days of begging in marketplace. Apparently there is demand that is not being met. I do not think introducing item decay and/or autoattuning is going to help much.

    I still like the idea of doing something with crystals, though.

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