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Item Degen
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Pressus
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PostPosted: Fri Dec 18, 2009 7:41 am    Post subject: Reply with quote

This issue was seemingly taken care of, Arion. Ctown Blacksmiths now have a "lower chance" to blow up items.
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arion
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PostPosted: Sun Dec 20, 2009 9:24 pm    Post subject: Reply with quote

so i see...
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Gratin
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PostPosted: Tue Dec 22, 2009 1:45 pm    Post subject: Reply with quote

ROFL Pressus! Rolling Eyes
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andur
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PostPosted: Tue Dec 22, 2009 2:18 pm    Post subject: Reply with quote

Pressus wrote:
This issue was seemingly taken care of, Arion. Ctown Blacksmiths now have a "lower chance" to blow up items.


Well its by no means a final solution.
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Gratin
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PostPosted: Thu Dec 24, 2009 11:14 am    Post subject: Reply with quote

I hope its not a final solution and its just something to appease the masses until a solid solution is implemented.
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Rinn
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PostPosted: Tue Jan 19, 2010 11:48 am    Post subject: Reply with quote

Please see news in game, for what I think is a viable solution to this problem.

Thanks,
Rinn
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azash
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PostPosted: Sun Jan 24, 2010 1:21 am    Post subject: Reply with quote

its not enough
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Ormietck
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PostPosted: Sun Jan 24, 2010 9:08 am    Post subject: Reply with quote

Rinn wrote:
Please see news in game, for what I think is a viable solution to this problem.

Thanks,
Rinn


While this is an improvement, this does not fully address the issue. Going back to the person who has to take time away for RL, when they come back, their equipment is rubbish. Rinn, you have used comparison to other MMO's in several of your posts recently so I am going to springboard off that and do the same.

I haven't played FFXI in about 3-4 years. If I were to re-instate my account there I would still have all the equipment I had when I left. I would be able to pick right up where I left off. That is not the case with AoC. The last time I left AoC was because I had to spend almost all of my limited playing time fixing my kit.

Andur, to your point about the tweak system being our issue compared to other MMO's that have "known" maxxed kits... We have the same, it just comes in the form of tweaks (the equivalent of rare spawns in other games). There is a large difference between a standard kit and a tweaked one on AoC, just as there is a large difference between a common kit and a full rare one on other MMO's.

The point is, what does item degen accomplish? It detracts from actually playing the game by wasting resources (time/gold) repairing and replacing items and discourages those who have been gone for awhile from returning.
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Yinka
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PostPosted: Sun Jan 24, 2010 9:43 am    Post subject: Reply with quote

being able to buy days for your items is a nice new option, but yeah it doesnt really solve the problem everyone seems to have about item degen. Like Ormietck said, it's not going to help those who don't have that much time to play each day. And even for those who play a good amount of time every day, except for the few players who can cipher several sets a day, it's probably still a better option to just spend your time tweaking.

I thought about the idea of making item degen take effect only when your character is logged. That would certainly help those who can't play much every day, or have to take extended breaks for RL purposes. The problem with this idea is then you can store spare tweaks on inactive alts.

So yeah I have no compromising solutions this time around Sad
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Krach
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PostPosted: Sun Jan 24, 2010 1:40 pm    Post subject: Reply with quote

Yinka wrote:
Like Ormietck said, it's not going to help those who don't have that much time to play each day.


I agree. I don't want to quit my job and divorce my wife to play AoC...
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Torasu
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PostPosted: Sun Jan 31, 2010 3:05 pm    Post subject: Reply with quote

It was a nice thought Rinn, but sadly, it just ends up helping the "power gamers" among us and not the casual player. Currently, the only remedy for the casual player is to make a monk and forgo any tweaks and get all the tats. So, I'm forced to have an inferior kit in order to have ANY kit whatsoever when I log on. I wish there was a better way to handle this.

-Torasu
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andur
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PostPosted: Mon Feb 01, 2010 3:56 pm    Post subject: Reply with quote

The players who play every day are going to end up with a better kit no matter what than the players who play every now and then, that part is inevitable.

I do agree that the questpoint solution only helps those with time to quest/cipher/whatever to get those questpoints (which also generally requires a decent kit to be able to survive said quests or kill the mobs with a decent cipher chance).

As I see it, the solutions for the casual player are:
-Removing item degen entirely. Massively swings the balance towards the hardcore players who will then have totally optimal tweaked out kits, though it would be possible to slowly attain such through casual play.

-Not degenerating items on days that you don't log in. Items will then degenerate at the normal rate for players who play every day, and much slower if you only play every few days. Makes hording items on storage alts trivial (though its the same problem that we currently have actually).

-Removing the item max entirely. Makes rekitting relatively painless, as the items will always be out there. Devalues the mud economy, and lets people have astronomical numbers of wands/wonderous if they want. Would also require removing tweaks from being tied to items being maxxed out (which reduces the need for hording).

-Make tweaks independent of the item max. If there was say a set % chance for an item to tweak, then there would be no need to horde a ton of normal copies of the item for the sake of maxxing it out to get a tweak. Gives everyone an equal chance to get a tweak. Also would make a much wider selection of items available for tweaking, while it is currently possible to tweak non-maxxed out items, its not that great of a chance. Rare items still remain rare, but, there's lots of potential to tweak a more common item to something better. Makes replacing an age degenned tweak less painful.
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Torasu
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PostPosted: Mon Feb 01, 2010 5:31 pm    Post subject: Reply with quote

andur wrote:
The players who play every day are going to end up with a better kit no matter what than the players who play every now and then, that part is inevitable.


I don't take issue with this, people who play more should be rewarded for it. I just don't feel that people who play less should be penalized for it.

As it is, by the time I finally put together a decent kit, I typically have 1 week before I lose it, due to me not logging in enough and crumbling on log in. The most disheartening experience on AoC is not dying to final Arnax at 99% and getting 11 again, but rather having your entire kit crumble as you log on.

I don't want to unbalance the game, but as it is, its very hard for a casual player to actually play when they login. Most of my time is spent trying to fill in the holes in my kit and make enough money to support the fixing I have to do for my kit. There isn't time to try to learn new zones, or to learn ciphers or crafting.

-Torasu
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Yinka
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PostPosted: Mon Feb 01, 2010 8:29 pm    Post subject: Reply with quote

andur wrote:
-Make tweaks independent of the item max. If there was say a set % chance for an item to tweak, then there would be no need to horde a ton of normal copies of the item for the sake of maxxing it out to get a tweak. Gives everyone an equal chance to get a tweak. Also would make a much wider selection of items available for tweaking, while it is currently possible to tweak non-maxxed out items, its not that great of a chance. Rare items still remain rare, but, there's lots of potential to tweak a more common item to something better. Makes replacing an age degenned tweak less painful.


This I think is a great idea(not a perfect solution, but a great change nonetheless). I never understood why an item had to be maxxed in order to tweak it. I know currently you can tweak non-maxed items at a lower rate, but why not just remove that altogether. As mentioned previously, people just hoard enough copies of the items on an alt or something anyway.
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Ormietck
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PostPosted: Tue Feb 02, 2010 12:07 am    Post subject: Reply with quote

Maxxing items to allow tweaks was initially instituted to promote donating equipment. Prior to this, people would junk rather than donate to keep items unmaxxed and increase the probability of obtaining tweaks.

The issue of balance between players will always exist, as Andur points out, based on skill and time invested. The only way to avoid equipment imbalance is to grant easy access to all equipment with no tweaks/rare items and no item degen. In other words, everyone running around with identical kits (boring!).

The aspect of the game that is really affected by removing item degen is the pve arena. Strong kits can be acquired over time, which means even casual players can eventually gain great kits. As kits become more powerful, more tweaks will be distributed around the MUD increasing everyone's kit potential.

So the question becomes, how drastic will the pve arena really become if we assume everyone has a max-tweak kit? What, if any, is the negative to this situation? Does this promote game-play or discourage it?

After all, changes that are made to the game should be designed to encourage people to play our game; and games are meant to be fun.
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Revak
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PostPosted: Tue Feb 02, 2010 9:00 am    Post subject: Reply with quote

Personally i think degen should be taken out completly, i just logged back on a few days ago from a long stint away and ofcoarse everything died. Very disheartening and not fun considering the time i put into my kit.
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Gratin
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PostPosted: Tue Feb 02, 2010 2:59 pm    Post subject: Reply with quote

I suggested removing item max several replies ago...
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andur
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PostPosted: Tue Feb 02, 2010 6:59 pm    Post subject: Reply with quote

Gratin wrote:
I suggested removing item max several replies ago...


The item max does serve a purpose. Its to keep rare items rare and to try to encourage some diversity in kit.
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Krach
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PostPosted: Fri Mar 05, 2010 1:29 pm    Post subject: Reply with quote

Just an idea...

How about removing item degen from the game, and:

1. Once an item gets to 0 days, you can't use it. you'll have to keep it fixed in order to use it. The cost is 10k gold per day. This way, fixing an item all the way 60 days will cost you 600k gold. That's not cheap for most of the players.

2. Once you wear an item, it becomes PERSONAL. This way, you can't transfer items and tweaks between chars, or just lend stuff to your friends. It also can boost up the economy because if it's a rare item, you would like to have it - once the other guy is wearing it, it's !you.

3. Remove item max from all items. Each item has its own percentage to pop and that's it. Item max is annoying as hell.
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Lukial
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PostPosted: Fri Mar 05, 2010 1:43 pm    Post subject: Reply with quote

Hm, some of the ideas sound nice, but it would kinda kill the Lordfix for Qps.

If any of these were to go in, even if not, they would need to change personal objects so lords can give as well as recieve them.

Only problem with that is that it would either have to fix maxes or change the method by which items tweak, for eventually you would end up with players with crazy eq and newbies who have no ability to get the upper hand.
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