Are people finding platinum to have low appeal?

General issues.
Safiya
Posts: 129

Re: Are people finding platinum to have low appeal?

Post#111 » Mon Jun 16, 2014 6:38 pm

Something like item decay....ugh. It's just an annoyance.

There are so many better options available that could benefit the server and players imo.

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Alulien
Posts: 283

Re: Are people finding platinum to have low appeal?

Post#112 » Mon Jun 16, 2014 9:15 pm

How about a way of increasing the power of items? A couple of ideas I had:

- Upgrade armor from one tier to the next: ToV armor from T2 + an amount of plat = the T3 "of the Traitor" gear. This could be done on the visible pieces of gear as they are easy "direct upgrades" if you will. I'm only T4 currently, so I'm not sure how this "upgrade every tier" goes the higher you get...

- Increase the base HP/Mana/AC on an item - maybe allow an item to be upgraded 3 (5?) times and the price increases with each "level": 5k/15k/45k for +100/+250/+450 or something.

- Add Heroic stats.

- Add a focus/worn effect or add skill modifiers (1hs, Bard singing, etc.): this could involve varying power levels allowing players to really customize their gear.
Malistari (SHD) | Daggar (ROG) | Sarda (BST) | Gurneyman (BRD) | Glamd (SHM) | Wrunken (CLR)

<Muffins>

Letow (PAL) | Feydakin (MAG) | Corpselight (NEC) | Mallyal (ENC) | Thomel (BRD) | Araer (DRU)

Ydiss
Posts: 1193

Re: Are people finding platinum to have low appeal?

Post#113 » Mon Jun 16, 2014 9:58 pm

Potions:

Crafting Skill
  • Potion of the Alchemist/Brewer/Baker/Jeweler (etc) = 5% boost to skill, 10 minute duration, 1kpp
  • Tonic of the Alchemist... = 9% boost to skill, 20 minute duration, 3kpp
  • Elixir of the Alchemist... = 13% boost to skill, 30 minute duration, 10kpp

Crafting Progression
  • Potion of Academics = +10% chance to gain skill, 10 minute duration, 2kpp
  • Tonic of Academics = +25% chance to gain skill, 20 minute duration, 5kpp
  • Elixir of Academics = +35% chance to gain skill, 30 minute duration, 12kpp

Rare Loot Chance
  • Potion of Fortune = 10% chance to re-roll loot drops on loot, 20 minute duration, 10kpp
  • Tonic of Fortune = 25% chance to re-roll loot drops on loot, 45 minute duration, 20kpp
  • Elixir of Fortune = 40% chance to re-roll loot drops on loot, 1 hour duration, 25kpp

Note: The above loot chance effects would likely require additional coding as I'm certain this doesn't exist native to the game. As loot is pre-determined on mob spawn, this would have to trigger on looting the corpse for the first time. If the % check is a success, the loot table is re-rolled for any items with a drop chance of 15% or less, if the items didn't drop already (doesn't affect any existing loot on the corpse).

Example:

A mob can drop the following:

100% chance to drop (x2) - Not affected by the potion
Sword of Cutting
Axe of Cutting
Breastplate of Iron

25% chance to drop - Not affected by the potion
Token of Access

10% chance to drop - Affected by potion
Super Rare Item You Really Want

You kill this NPC and you loot for the first time. In the loot window is the following:

Sword of Cutting
Breastplate of Iron

The potion effect triggers and it is a success (emote demonstrates this "You feel fortune favours you...")
If the re-roll works, the loot table for the "Super Rare Item You Really Want" triggers and you get lucky this time!

The item is on the loot window with the emote:

Fortune is with you!

Otherwise, the emote reads:

Better luck next time!

Vendor NPC:

The Master Curator
This Vendor is a master at obtaining difficult to obtain crafting supplies, at a heavy cost and only if you help him on odd jobs. He is only available in the guild hall and he can supply the guild with limited volume of crafting items each day. In order to fill your order, he needs help with various tasks that anyone in the guild can get from him. The items he sells are no-trade versions of crafting items (examples below).

Example:

Deepwater Inks: The Curator needs you to slay an arch enemy in Kedge Keep. For 5kpp he will port you directly to the zone, or you can make your own way there. The target is T7 group difficulty and drops an item that the curator needs. He will then provide you up to 100 deepwater inks, at a cost of 500pp each (these are available to purchase for 24 hours only).

Note: I think T7 difficulty makes the most sense. Burning cash at T6 and below is not a requirement of the economy currently.

Just some ideas I came up with. There could be many more ways to make money sinks that provide a non-combat benefit, that are not permanent and that aren't a requirement (i.e. not decaying items, progression quests etc).

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Alulien
Posts: 283

Re: Are people finding platinum to have low appeal?

Post#114 » Mon Jun 16, 2014 10:16 pm

Ydiss I'm trying to throw plat at my screen for an Elixir of the Tailor but it isn't working - what gives?! Seriously though, awesome ideas.
Malistari (SHD) | Daggar (ROG) | Sarda (BST) | Gurneyman (BRD) | Glamd (SHM) | Wrunken (CLR)

<Muffins>

Letow (PAL) | Feydakin (MAG) | Corpselight (NEC) | Mallyal (ENC) | Thomel (BRD) | Araer (DRU)

jsre
Posts: 188

Re: Are people finding platinum to have low appeal?

Post#115 » Tue Jun 17, 2014 10:11 am

Safiya wrote:Something like item decay....ugh. It's just an annoyance.

There are so many better options available that could benefit the server and players imo.


There are plenty of good ideas here so far, but they are mostly suggesting ways to get \improve gear or advance through tiers. They are short term plat removers, once you tap them out you're back to the same situation.

You also need perpetual sinks, most other mmo's use item decay or 'rent' of some sort.

Safiya
Posts: 129

Re: Are people finding platinum to have low appeal?

Post#116 » Tue Jun 17, 2014 1:27 pm

jsre wrote:
Safiya wrote:Something like item decay....ugh. It's just an annoyance.

There are so many better options available that could benefit the server and players imo.


There are plenty of good ideas here so far, but they are mostly suggesting ways to get \improve gear or advance through tiers. They are short term plat removers, once you tap them out you're back to the same situation.

You also need perpetual sinks, most other mmo's use item decay or 'rent' of some sort.


Most any kind of short term benefit to a player..of which many have been mentioned here...are indeed perpetual money sinks. We play EQ, we are the .... who .... over 100 mana/HP. We are the ones who always strive to be better. If there is a way to improve our characters in any way....we'll take it. No other way to explain away the hours we spend camping specific mobs or hunting .... key quest items or grinding HoH or chewing through 800AA's just to feel adequate.

Do not get me wrong. the idea of decay is not a bad one....but I wholeheartedly believe it is not meant for this game. As said earlier, many other platsinks are available if the dev's wish to implement them. Changing such a fundamental part of the game we know is not the best way to achieve the goal of reducing in game plat circulation.

The devs stated they do not want a reward kind of scenario but...I do not understand that. This entire game (and MMO's in general) is built on 'small rewards'. If there is no reward, there will only be negative feelings.
This is just my opinion.

jsre
Posts: 188

Re: Are people finding platinum to have low appeal?

Post#117 » Tue Jun 17, 2014 2:24 pm

Safiya wrote:Most any kind of short term benefit to a player..of which many have been mentioned here...are indeed perpetual money sinks. We play EQ, we are the ... who ... over 100 mana/HP. We are the ones who always strive to be better. If there is a way to improve our characters in any way....we'll take it. No other way to explain away the hours we spend camping specific mobs or hunting ... key quest items or grinding HoH or chewing through 800AA's just to feel adequate.

Do not get me wrong. the idea of decay is not a bad one....but I wholeheartedly believe it is not meant for this game. As said earlier, many other platsinks are available if the dev's wish to implement them. Changing such a fundamental part of the game we know is not the best way to achieve the goal of reducing in game plat circulation.

The devs stated they do not want a reward kind of scenario but...I do not understand that. This entire game (and MMO's in general) is built on 'small rewards'. If there is no reward, there will only be negative feelings.
This is just my opinion.


Having worked in both gaming and finance industries, I'm up for a solid discussion about in-game finance! .. but I think this is a thread for posting ideas rather than debating them. Based on prior history the dev team here are good at engaging the community prior to implementing major changes, so I'm sure you'll get opportunities to voice concerns if they decided to implement something radical.

Signing out unless I get more evil ideas.

Safiya
Posts: 129

Re: Are people finding platinum to have low appeal?

Post#118 » Tue Jun 17, 2014 5:36 pm

I believe I already voiced my concerns about something radical(item decay) in case you missed it.

Anyway, I am not looking for a debate among players over hypothetical ideas either so I'll let it go at that.

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Zolzimar
Posts: 260

Re: Are people finding platinum to have low appeal?

Post#119 » Thu Sep 11, 2014 5:59 pm

Fees for bots like mercs have in eqlive. Im not excited about the idea, since I don't have a million.

Casino is always a good plat killer, though ive never used it much. But since you aren't looking to give more loot for the plat, just making sure the system gives rewards properly would be good.

I mentioned the bot upkeep because we don't have player housing. Normally, as mentioned previously, housing or plot upkeep is a good way to keep cash draining without changing gameplay. I have no real need of a house ingame personally.

The idea of upgradeable Sune buffs is interesting.

cbarrett
Posts: 223

Re: Are people finding platinum to have low appeal?

Post#120 » Thu Sep 11, 2014 7:05 pm

The top boss of the tier (T7 and above) could have an unresistable aoe that does really nasty things to players, and no buffs or runes or divine intervention will help you mitigate the damage.

In your guild hall is a potion vendor that will sell you a X hour duration potion to fully block this affect, for the right price of course.

The details of this suggestion could be tweaked, but I think it addressed the main points:
- need a plat sink for higher tiers (T6 and below have plenty)
- you cant get around this if you want to progress to the next tier
- there is no player reward involved
- minimal coding (1 new aoe for the boss, 1 new buff when you drink the potion, 1 new potion for the vendor)

It could be a hassle to buy and drink potions for bot armies, just like it used to be a hassle for each toon to pay plat to get to fight bosses in drunder, but there are ways to minimize inconvenience.
Moruk
"Killing is my business and business is good"

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