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Arunore
Joined: 05 Aug 2014 Posts: 200
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Posted: Mon Apr 30, 2018 7:52 pm Post subject: Multiple Currency Cost - mundo's pots n cakes |
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I once suggested removing these cakes completely, but maybe if they costed multiple currencies that would make them more difficult to buy in abundance, making it a hassel to get through every 10 lvls with the same lvl 50. They have to be costly though, lvl'ing to 50 needs to be an adventure not a breeze. Players will dwell longer at low-mid lvls forcing them to befriend and make relations, so they can get those lvl 50's to help.
I suggest 100 chips, medals, and relics for the cost of pots.
250-500 for the cakes. You could do this multiple currency cost with those quest cards too, but at a cheaper cost. You still have the Surges and guild reward, maybe it should also be discussed if mercs/pets should be restricted to the leader of the group, so you couldnt group four more charmies into the group and also go easy street.
So the idea doesn't necessarily have to be all three currencies but some mixture of them would be good. I am going to make another idea post that could relate to the cakes/pots being made. Ides, thoughts? |
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Olyn Immortal
Joined: 23 Jul 2008 Posts: 3252 Location: Pennsylvania
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Posted: Mon Apr 30, 2018 10:40 pm Post subject: |
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Making them cost relics isn't a bad idea. |
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Ergorion
Joined: 16 Mar 2007 Posts: 2156
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Posted: Mon Apr 30, 2018 10:48 pm Post subject: |
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Do you still get relics when you help a lowbie rank? Because then they would just pay for themselves. |
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Arunore
Joined: 05 Aug 2014 Posts: 200
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Posted: Wed May 02, 2018 4:38 pm Post subject: |
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Ya i think each time they lvl you get a small sum. Making them cost relics i like, maybe save the multiple currency thing for legendary shit or something, like endgame gear pieces similar to wow but you have to sort of farm currencies |
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grant
Joined: 22 May 2014 Posts: 86 Location: Seattle, Washington
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Posted: Wed May 02, 2018 5:05 pm Post subject: |
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One thing I've always wanted to see in game is a legendary enchantment system where you could add spells/skills/passive abilities to items. (With an obvious tag in similar fashion to glowing/ humming)
It would add depth to character builds, give 50's something to grind for, and still encourage PK.
I feel like your multiple currency idea, Arunore, is exactly what you'd want for that type of system. That way more powerful enchantments would be ludicrously hard to acquire. |
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Andrael
Joined: 15 Jan 2013 Posts: 779
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Posted: Fri May 04, 2018 1:01 am Post subject: |
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My only issue with making the cakes and pots cost things, is when I'm higher up on training out of most pk ranges or I roll a character and am higher and can't group, I'll use them to help lowbies catch up to me, and I won't have relics to purchase them, cause 1 or 2 a quest isn't much to get started on buying those every so often. |
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Dogran Immortal
Joined: 13 Jun 2009 Posts: 1804
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Posted: Sat May 05, 2018 12:06 am Post subject: |
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I have done the same thing. Used them to lower my level to bring people up into my range so that we could rank together. |
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Arunore
Joined: 05 Aug 2014 Posts: 200
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Posted: Sat May 05, 2018 8:48 pm Post subject: |
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Well.. i feel that by following the same template as druids as far as being relative to alchemy is a great way to introduce the professions.
Berserkers could get stonecutting passive which gives them knowledge of gems and and the mine skill to harvest nodes across Serin. Then the classes can work together/trade between professions but still utilize the profession for their own capabilities, something similar to how druids gain shards when foraging and therefore can slot them via druid staff.
But I agree with you Grant, if the legendary enchantments came from mastered proficiency of that profession in 3 types: physical, magical, and passive. For example with blacksmithing, by cutting the blades edge would give you one of the 3 bonuses, a physical bonus like an extra "slice" attack. Or a magical one like wind slash, or a simple (minor) passive buff to the weapon. Then just scale down from legendary (mastered) to basic. |
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Arunore
Joined: 05 Aug 2014 Posts: 200
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Posted: Mon May 07, 2018 4:12 am Post subject: |
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Is that not appealing to you guys? The goal is to achieve a player-driven economy. |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Tue May 08, 2018 2:50 am Post subject: |
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Grant that already exists in the game its called augment and it uses druid shards |
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