Item Guild Attuneable

Anything wrong with them?
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Alulien
Posts: 283

Re: Item Guild Attuneable

Post#21 » Thu Aug 28, 2014 4:25 pm

conradd wrote:
Alulien wrote:I just think it would be silly to allow for literally all armor to be tradeable intra-guild.

Sure Alulien, we can test the process with only the class specific armor.


I may not have been clear. I'm not saying it needs to be limited to class-specific armor, rather I'm saying there needs to be a control on how much can be traded - whether the system exclude boss drops but allows others or the system has a monthly limitation or the system requires a rare/expensive token. There have been some great ideas in this thread... I love brainstorming with this community almost as much as I do playing the game. :D
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Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#22 » Thu Aug 28, 2014 5:10 pm

The number permitted should correlate to the guild success where possible.

But how do you apply a limit to how many items are traded? The only method I can think of right now is a token based system.

Guild attuned item drops and is looted. The item cannot be traded to a player and can only be sold to a new NPC in the guild Hall and is purchasable, until server reboot of course, in exchange for one (or more) tokens, which can be looted from bosses or end boss only. These need to be no trade to prevent sale out of guild.

Make the tokens as rare as necessary.

Also, you can apply limitations to the NPC; when an item is purchased, it applies a 24/48 hour cool-down before it can be used by anyone again and when any player uses it, they have a personal cool-down of one week (which is set when anyone joins the guild). This would eliminate most exploit attempts and would also allow for control on the volume of items that are distributed via this method.

Make the tokens tier-specific, so only tokens from the relevant tier can be used to purchase items from that tier (Guild Attune Token VI, VII, etc)

Finally, remove the Guild Attuned flag once purchased, making the item No Trade for the player who buys it.

How about that?

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Sian
Posts: 1369

Re: Item Guild Attuneable

Post#23 » Thu Aug 28, 2014 5:46 pm

I personally wouldn't restrict which items is guild tradable or not. Everything that drops in guild instance (or hoh boss) should be. I would also say that boss always drop 1 token (which is dropable).
On the other hand, it's possible to set a different price in tokens for items.
Regular T7 boss : 1 token per item
T7 final boss : 2 tokens
T7 rare drops : 3 tokens
Regular T8 boss : 4 tokens
Chaos / Vistrinda : 6 tokens
T8 rare drops : 7 tokens
Regular T9 boss : 8 tokens
Khas : 9 tokens
T9 rare drop : 10 tokens

You can decide to include VT to it. I don't see anything against that. Even if it's crossed guild, one can ask to loot for guildies or not.

Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#24 » Thu Aug 28, 2014 5:51 pm

Sian wrote:I personally wouldn't restrict which items is guild tradable or not. Everything that drops in guild instance (or hoh boss) should be. I would also say that boss always drop 1 token (which is dropable).
On the other hand, it's possible to set a different price in tokens for items.
Regular T7 boss : 1 token per item
T7 final boss : 2 tokens
T7 rare drops : 3 tokens
Regular T8 boss : 4 tokens
Chaos / Vistrinda : 6 tokens
T8 rare drops : 7 tokens
Regular T9 boss : 8 tokens
Khas : 9 tokens
T9 rare drop : 10 tokens

You can decide to include VT to it. I don't see anything against that. Even if it's crossed guild, one can ask to loot for guildies or not.

Yeh, with a token-restricted system, it would be fine to make most/all guild instanced loot Guild Attunable.

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