Post:On - End Game - 01/02/2012 - 09:36

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Re: On - End Game · on 01/02/2012 09:36 AM CST 5228
Well, if the [negative modifier to swappable weapon stats] is removed the only alternative is to add some unrealistic "cooldown" to swappable weapons, like we see with some enchantments - again, to avoid introducing an item that invalidates the existance of every item below them.

It would like like introducing a huge container that can only be made at 1000 ranks. Then a massive container at 1500 ranks. Once a dozen people start cranking them out, why would anyone ever use storebought (or rank 1-900 containers) again? One player could make 150-250 each day, so after 2 weeks everyone in the game could technically own one (or more). Sure, they might clamp down on the market a bit and draw that out, but Weapons/Armor/Clothing don't wear out over time so they are almost never removed from the market...

Now, one suggestion is to make these "better" items wear out over time (like the rucksacks), but that seems to have such a negative effect that the items are deemed entirely worthless. No happy medium has been found, yet.

That doesn't mean your 1500 ranks will be useless - you are only seeing a small fraction of the complete system. Once the loot system/WO system gets updated, you'll start to see harder versions of the existing templates that produce swappable weapons with equivalent stats, and enhancements that take a swappable weapon with the -5/-10 modifier and remove it.

The limited nature of these instructions will be the "cooldown" in a way. Implemented in a manner that builds excitement when one is lucky enough to get such a drop, and even coin, when they sell it to a capable crafter.

This message was originally posted in Discussions with DragonRealms Staff and Player \ General Discussions, by DR-KODIUS on the play.net forums.