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can only repeat myselve by saying that this is not able to included into our Market ... cause the price of everything (even mats) will rise not just by 3x...probabbly by 5-8x cause every one wants it. ^^ u can argue as much as u want and get offensive as much as u want, but this is a fakt ^^
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02-03-2016, 09:15 AM
(This post was last modified: 02-03-2016, 09:30 AM by TerrorBite.)
yeah im not saying everything wont increase in price/value, how will this be a problem?
If you want i can draw a diagram of everything that is expected to happen if you don't see it, it should make everything more clear (not being condescending).
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ofcourse this is a problehm... would make this game even more unplayable by new players ^^
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new players use gold for marketplace items, which will be easily attainable, so will low level crafting items. Other players will not be stronger either, so the nords wont be buffed so that wont be an issue either, i dont see where you're coming from with this. t4+ equipment will cost more, but the value of the looted mats will be higher, so it will be easier to make the money to buy them. Ultimately instead of mats going towards new items, they will be going towards many of the same ones, decreasing the number of more expensive items made, but increasing the value of the items as well, and it will automatically balance, as people will only craft what maximises profit. As for leg's they aren't new player items so it isnt an issue. btw im getting all the inf head armour stats and ill draw a diagram or something to show you what i mean.
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well good luck with getting this through... ???
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ok a diagram would be too annoying so ill just do it this way
helmet 1 (marketplace)
helmet with neckguard
46 - 4k
48 - 8k
50 - 12k
helmet 2 (marketplace)
Great helmet
56 - 9k
57 - 18k
58 - 27k
helmet 3 (craftable)
Sugarloaf
63 - The proportional increase in mat value should be the same for each helmet, so assume value is arbitrary -> 300k
64 - mats -> 600k
65 - mats -> 900k
value increases due to increased mat value but decreases partially due to greater use
helmet 4 (craftable)
Swadian helmet
66 - mats -> 1.2m
67 - mats -> 2.4m
68 - mats -> 3.6m (not worth it, only for cosmetic in this example over defender)
helmet 5 (craftable)
Defender
68 - mats -> 3.2m
69 - mats -> 6.4
70 - mats -> 9.6
Helmet 6 (legendary)
Fearsome
70 - limited supply, so increased value, but decreased mat quantity so balance to an extent - 8m
72 - 16m
74 - 24m
helmet 6 (legendary)
Valsgarde
73 - 20m
75 - 40m
77 - 60m
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..... My point Swadian helmet x 2 = Def x 3.3 = Fearsome x 3 = Valsgarde (about)
What the point and if you say to feel the gap just no and even for things like trans x 6/7 h-trans it not that bad really.
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02-03-2016, 11:52 AM
(This post was last modified: 02-03-2016, 12:39 PM by TerrorBite.)
it increases the item variation, let's say each new item has a different colour shade or something it'd be pretty awesome. Also it increases the max in a way that is not all or nothing with introducing a whole new item drop. The main reason though, is for the weapons. Each weapon has bigger differences, i used helmets so we can only look at a single factor; head protection, but instead of upgrading to another different kind of weapon that may be less accurate, or not as long, or do less pierce dmg or w/e, you can just spend more on your current one to make it that bit better, and also look different.
Oh I should also mention that this does not necessarily have to be a big change, if the consumed items make an even smaller difference than i wrote down, they'd make a much smaller effect on the eco, but just give more choices, and remove some of that item progression linearity that little bit.
To be a bit clearer, all i'm really looking at is a black/coloured sks worth 200k (3 sks') with a bit better stats, or maybe a 100k (3 steel swords) slightly red steel sword with some more dmg all along the item list, just these kinds of upgrades, and the previous examples are really just... examples.
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Yeah, honestly I didn't look at those before writing this.
Regardless, they don't use the idea of consuming items, which would be different. I still see no reason why this feature would be an issue, it could even be done fast if the changes were slight and for maybe not every weapon.