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Discussion in 'General Discussion' started by Grimtide, Mar 29, 2019.
huh interesting, how much gold we talking
Major problem was that the population was really low for a long-ass time and people could farm to their heart's content.
All they need to do is keep working on the population, which the soft freemium is doing amazingly at.
The market is extremely active; people are still buying and selling for gold. At least we aint at a point where ppl swap items only and think gold has 0 value.
Sieges are still popping, which again are a big sink for resources.
Nodes have been changed for the better.
Things need to keep going as they are, but add big dura loss to downed player's items and esp when they are ganked.
Tried to post this in bullet points to make it more read-able. But it still looks like shit. Enjoy.
Item values rise -> market eats more gold, people are seriously underestimating the effectiveness of the market as a gold sink. As for new players, being able to sell their loot for lots of gold makes it not too bad to buy things they need. Also, high-end gear and materials are not supposed to be inexpensive and easy to get.
Durability loss on gank solved a lot in UW, it made gear stop floating to the top in as vast quantities as it did, which in turn made veterans spend that gold more like newer players do already.
Ask any new/returning player now about gold; They barely have any as everything already costs too much. The 'sinks' issue is a veteran-exclusive problem, therefore you should add veteran-targeted solutions, such as durability loss on ganks.
Please give this man free reign of MS paint implemented into DF. Your eyes will literally never gaze upon better custom designs in all your life.
Sistine Chapel is dogshit in comparison to scrubbys free hand.
Real talk, please integrate this kind of content though BPG. Exactly this kind of content. A lot of the DF community wants aesthetics and bragging rights.
2k a port
I like the idea of dur loss on gank/death.... ALOT of people hate the idea though.
% OF CURRENT DURA = LITERALLY NOTHING TO BITCH ABOUT
as long as its % of current yeah
Max dura I completely understand. But current dura just makes full dura items break quicker then usual when you get ganked. Oh boohoo -.-
I like the OP, but I think the following is more typical of Darkfall scaling, and also give noobs more of a break:
Q1 - 50g
Q2 - 100g
Q3: - 250g
Q4 - 500g
Q5 - 1000g
Would honestly make more sense if you just increased the amount of durability an item looses normally. Remove the numbers for durability on items and used a symbol to display the durability.
Items with five stars are perfect 100% condition
Items with four stars are great 80%-99%
Items with three stars or whatever are "Good" 60-79% durability
Items with two stars are "Worn" 40-59%
Items with one stars are "Broken" less then 40% durability - these items delete themselves at server down
Basically what you already did to every skill in the game only now you do it to items because inconstancy triggers me more then indecisiveness.
No truer words ever uttered throughout these forums.
the entire server literally lost their minds when they took out maintenance man
% Dura on gank sounds fine to me.
Also like @Sero Portal chamber idea.
I understand why people don't like durability loss on gank (even though it's better for the economy and open world pvp activity because it makes EVERYONE have to farm)
However a more palatable way to do it would be to have no gear lose durability on death/gank but INSTEAD have a 25-50% chance of an item being destroyed entirely. That way you get the gear sink, BUT the stuff you DO loot is in good condition and worth something.
That still doesn't solve the scroaching no risk but high reward with low dura high rank gear.
One way to fix that would be to lower gears effectiveness/ defenses/damage once it goes below a certain amount of durability and then offer the ability to pay gold to the blacksmith to repair said item at the expense of some maximum durability.
Here's an example with arbitrary numbers:
A Crafter with low weaponsmithing/trueforge creates a r60 justice bringer and it has 100/100 base durability. Once That Justice Bringer hits 90/100 durability the damage is reduced every 10 points until it reaches a lowest roll r50 knight blades damage and then it stays there until it breaks OR....
You take that now 20/100 (or whatever) Justice Bringer to an NPC black Smith and pay gold to repair it 90/90 durability.
But if you buy a maxed out weapon smithing/trueforged/ dwarven Justice Bringer maybe it STARTS with 150/150 durability but still doesn't have a damage drop off until 90/150. Then if you repair THAT one its new durability is 140/140
This adds a great gold sink while still allowing weapons/gear to eventually be unworth repairing and will make tryhard players want to only buy highest durability weapons from certain crafters with maxed stats (or even add crafting recipes quests that are severee rare/limited that give try hard crafters a way to make their stuff special) and it balances risk vs reward because if you go out with a 10 durability justice bringer its not as powerful as a full or even half durability one.
Combine that with a 25-50% chance per equipped item to break upon gank and it will really help a lot in a myriad of ways.
I for one would rather loot 5 near full durability items off my kill than 10 about to break items.
Shit I'd even rather loot 2 full durability items than an entire set of 5 durability gear
Most people in Darkfall are lazy, GOOD ones especially so. They hate anything that makes it harder to get everything they need from straight up looting the people they kill, BUT by allowing them to do that just makes farmimg spots even less contested, gear worth even less, and openworld PvP more rare.
You cannot just expect losing players to be ok with having to farm MORE and risk being prey while top players snowball into massively stacked banks and can pretty much straight PvP for what ever they need 99% of the time.
With a proper gear sink and rake a top player should have to kill MULTIPLE other players all wearing good gear in order to complete 1 new quality gear bag for themselves.
Also in an ideal game/ economy high rank gear like Infernal and Justice Bringers and Q4/5 enchants would be much more rare with a bigger difference in power between tiers. That would make it valuable and add meaning to winning and losing it or the few spawns that drop it.
Even better if you start the game out with time gated crafting/ character progression/ resource drops and let people actually use things like rank 20-30 as the standard gearbag for a few months. Then later on increase resource drops a bit until r50 becomes the new standard.
I don't think rank60 weapons and armor should be so standard and I don't think rank80 is powerful enough
Holy shit hes still going...
So low dur items might only lose 1 dur and high dur stuff might lose 10 dur. Gives people more of a reason to use junk.
Funny, cause your mom moaned the same thing last night
I'd suggest tossing in a minimum durability loss at least, if you were to go down this path. Lets say, 5 durability loss on gank as a static number to bleed low durability items out of the game, and then a percentage modifier based on current durability on top. It might work, but it will be less effective than just a straight up percentage loss on gank. A static number will eliminate the disappointing cases of looting <5 durability items, at least something with more than 5 durability can be used for a very brief fight, anything less is garbage and should get cleaned up by the game.
It shouldn't be attached to kills though, else things like duels will be negatively affected, or even situations in team fights where simply going down and being revived are needlessly punished. Punishments should be tied to ganks.