26-01-2018, 10:24 AM
(This post was last modified: 26-01-2018, 10:47 AM by TerrorBite.)
tldr: For the non-rich, getting leg's appear unrealistic, and being reliant on mat drops can become tedious. It is hard to make current mats fill the gap from 100k-8m, as with low tier leg's without screwing up balance. Solution: Dropping set quantities of money in the form of marketplace sold goods like phoenix feathers, or new goods ones which have no crafting purpose. This would cause inflation, but does not skew anything except craftables involving phoenix feathers etc., yet it would allow semi-rare drops of any chosen value, and dropped by all kinds of nords, especially on normal and early hard/rag waves. To counteract inflation we could set one of the externally suggested gold sinks, or create a new idea.
At this stage there are extremely rare drops with a very high standard deviation, which range from ~8-60m which would take an active individual ages to acquire. Normally before somebody gets a legendary they are already quite wealthy with low-mid tier craftables and as soon as they get a drop they are on the next level of mid-upper craftables and above.
I would argue that for most who have never reached this mid-upper craftable level, in their eyes getting a leg appears unrealistic, so the main driving force is the low standard deviation mat drops. Now these range from ~8-100k, and maybe more if sulphur doesn't drop in price. The issue is that the average rate of progression is very clear cut when the standard deviation is so low, it can make NI appear too tedious at a certain point of wealth.
This is why i'm thinking it would be good if we could get drops to fill the gap between 100k - 8m, with a respective drop rate. With sulphur going up it appears to be filling this role to an extent, but i think only upper level bots drop them anyway. Regardless, if we get mats going too high, craftables will also be more expensive, to the point where people won't bother and just buy leg's (wormbane over fire blade scenario). As a whole, if we keep craftables cheaper than leg's it'd make the progression system feel more one dimensional.
This is where my suggestion comes in, if we have phoenix feathers and relic fragments etc dropping, or new goods which only exist to be sold to the marketplace, it can fill the gap. eg prince and ragnar can have a low chance of dropping a sun sword fragments worth let's say 1.5m. This would also make it easy for normal and early hard/rag wave troops and bosses to drop at a more realistic, yet rare rate without the 'risk' of the absurdity of a semi-new player getting too much money for their own good (cumhail dropping leg's when instead he could drop 2m).
All items which do not derive from the use of gold would maintain the same relative costs, but inflation would occur...
It appears that there have been many gold sink suggestions, but at the moment it seems that there is still no substantial gold sink. Maybe this is due to no worthy ideas, or maybe no need for a gold sink as of yet. However, I'm thinking that if there was to be a gold sink, either a prior idea implemented, or a clear focus for the interested part of the community to think on, it would enable the devs to have much more control over the gold flux, and make this change more viable.
This is a kind of irrelevant point, but it'd be nice if non-hero tiers had respective drop restrictions.
At this stage there are extremely rare drops with a very high standard deviation, which range from ~8-60m which would take an active individual ages to acquire. Normally before somebody gets a legendary they are already quite wealthy with low-mid tier craftables and as soon as they get a drop they are on the next level of mid-upper craftables and above.
I would argue that for most who have never reached this mid-upper craftable level, in their eyes getting a leg appears unrealistic, so the main driving force is the low standard deviation mat drops. Now these range from ~8-100k, and maybe more if sulphur doesn't drop in price. The issue is that the average rate of progression is very clear cut when the standard deviation is so low, it can make NI appear too tedious at a certain point of wealth.
This is why i'm thinking it would be good if we could get drops to fill the gap between 100k - 8m, with a respective drop rate. With sulphur going up it appears to be filling this role to an extent, but i think only upper level bots drop them anyway. Regardless, if we get mats going too high, craftables will also be more expensive, to the point where people won't bother and just buy leg's (wormbane over fire blade scenario). As a whole, if we keep craftables cheaper than leg's it'd make the progression system feel more one dimensional.
This is where my suggestion comes in, if we have phoenix feathers and relic fragments etc dropping, or new goods which only exist to be sold to the marketplace, it can fill the gap. eg prince and ragnar can have a low chance of dropping a sun sword fragments worth let's say 1.5m. This would also make it easy for normal and early hard/rag wave troops and bosses to drop at a more realistic, yet rare rate without the 'risk' of the absurdity of a semi-new player getting too much money for their own good (cumhail dropping leg's when instead he could drop 2m).
All items which do not derive from the use of gold would maintain the same relative costs, but inflation would occur...
It appears that there have been many gold sink suggestions, but at the moment it seems that there is still no substantial gold sink. Maybe this is due to no worthy ideas, or maybe no need for a gold sink as of yet. However, I'm thinking that if there was to be a gold sink, either a prior idea implemented, or a clear focus for the interested part of the community to think on, it would enable the devs to have much more control over the gold flux, and make this change more viable.
This is a kind of irrelevant point, but it'd be nice if non-hero tiers had respective drop restrictions.