Magical items

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Should we get rid of magical items?

Yes, get rid of them all
20
33%
No, they are needed
13
21%
Don't get rid but make more rare
28
46%
 
Total votes: 61

Aileth
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Re: Magical items

Post by Aileth »

Darian Darkmind wrote: As an idea it's alright, however lockpickers already make millions faster than any other fighter class. Give them the ability to be the only ones finding these magic items and voila, millionaires just turned to billionaires.
Some classes are just that way. Treasure hunters don't have access to high end chests without help, meaning you can suck some money from escorting them.

The main problem i see with these items being so common is even a new player will reject the lesser magic types and go for forti and invul sets. After that, unless they need the elemental resistance, they won't buy anything off tailors/smiths. Here is where robberies come help the economy by taking these items.
It's not a definitive fix, but it's a start or let's put it as a slowdown to economy crashing.
Darian Darkmind wrote: Mark my words, do this and the prices stay the same (Because there's still the same amount of crafted goods around), or in fact start to decrease(Because more goods are being crafted), but PvP increases even further and will be the only thing left worth doing.
I'm guessing high end players are getting bored of current dungeons/challenges, I'd just like to point out that not everyone has explored everything. :lol:
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Darian Darkmind
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Re: Magical items

Post by Darian Darkmind »

To Monad's ideas.

1) Wipe all armors and weapons with magical properties from the shard
Like I said once already, and like Quintoz said, I'd rather wipe all the iron shit and all the poor magic items, keep the more special weapons and armors.
2) Limit the availability in monster lootgroups only to armors with charges (no other suffixes or prefixes) and magical weapons (only force, power and vanquishing with special ores, no durability)
Charges? As in "Fire resistance"? I don't like that. I'd remove the iron stuff and keep the rest which is already rare and has never been a problem.
3) Make those more common from high level treasure chests than monster lootgroups.
How common? And would this decrease the drop chance from regular monsters? I don't like the idea of lockpickers earning even more millions. First we need to hunt millions to buy armors from smiths and then millions to buy weapons from lockpickers? Once we have the weapons and armors what do we do with them if your system is implemented? Hunting is pointless if it doesn't drop good items and no one dares to use the magic items worth millions in PvP.
4) Add more ore veins
More items for smiths to sell -> prices go down faster and even further eventually leading to a situation when I can say "Told you so"
5) Make monsters drop more hides/bones
Same problem as above. Instead remove normal magic leathers from loot, only keep the special hide and bone stuff and make them equally rare to special metal armors and weapons.
6) Boost crafted staff/instrument properties
Will not solve anything. Instruments of conconance are being sold for a lot of gold, however if they could be crafted, you'd crash the market. Carpenters and Bowyers are a proplematic merchant that cannot be fixed this way.
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Darian Darkmind
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Re: Magical items

Post by Darian Darkmind »

Kerbal wrote:
Quintoz wrote:I would rather see the Iron magical shit removed since that's the things being used instead of smithed goods while keeping the special ores / hides / logs of vanq / invul.
Sounds good. Although the items out of special material should be more rare than they are now. (Wait, NO! Gonna lose all my shit if this happens! :o )
Only the hides and bones. The staffs, instruments and metallic armors and weapons are rare. I mean in every hunt you find one or two, but it's often dull-copper or if it's better it's some "basic" ore like aughlite, radlius, syntian and even then it's often "of hardening". Actually finding the good magical of invulnerability parts are very hard and rare - except the hides and bones which drop-rate, once again, should be seriously tweaked.
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Bella Pious
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Re: Magical items

Post by Bella Pious »

*sighs* Alright. If when the final decision is made to wipe remove the magical items, is it possible to start implementing it by stop the loot spawn in monsters and give players some time to do some adjustment, instead of wiping the existing ones all the sudden? Like right now I am not sure if I should still bid on fire resist pieces or should I use them before they "disappear"?
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Monad
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Re: Magical items

Post by Monad »

Darian Darkmind wrote: 4) Add more ore veins
More items for smiths to sell -> prices go down faster and even further eventually leading to a situation when I can say "Told you so"
Nah, problem currently is that there is too few veins which have forced the smiths to raise prices, and when you combine the raised prices to the amount of magical gear we have on the shard currently it leads to smith sales where no-one bids. Adding more veins would be done with care and not hastily.
Also you forget that the demand for crafted goods would raise potentionally if we remove the magical armors. You don't have smith nor you're a staff so I doubt you have a good picture of what the state of the veins are currently.
5) Make monsters drop more hides/bones
Same problem as above. Instead remove normal magic leathers from loot, only keep the special hide and bone stuff and make them equally rare to special metal armors and weapons.
Same argument as above.
6) Boost crafted staff/instrument properties
Will not solve anything. Instruments of conconance are being sold for a lot of gold, however if they could be crafted, you'd crash the market. Carpenters and Bowyers are a proplematic merchant that cannot be fixed this way.
This argument I don't understand at all. If magical instruments/magical druid/necro staves are removed, we of course need to boost the crafted instruments (which sucks badly atm) and add necro/druid staves into the crafting pool. Also the wooden effects needs revising.
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Darian Darkmind
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Re: Magical items

Post by Darian Darkmind »

Aileth wrote:
Darian Darkmind wrote: Mark my words, do this and the prices stay the same (Because there's still the same amount of crafted goods around), or in fact start to decrease(Because more goods are being crafted), but PvP increases even further and will be the only thing left worth doing.
I'm guessing high end players are getting bored of current dungeons/challenges,
I'd just like to point out that not everyone has explored everything. :lol:
Everything is new only the first time. After that you've seen it. Why would you kill Balron again and again if you only get the gold? Some reagents, ores and hides. If you don't have a chance to get an item that is better than the crafted onyx scepter you already have a hundred and can always loot more from players, you'd stop hunting Balrons.

Why are some people still playing WoW when they have cleared all the dungeons and maxed their levels. They hunt again and again in hope that they will find that one best item no one else has yet. If WoW didn't evolve this way, if they didn't always add in new levels, new dungeons, new maps and new harder monsters with BETTER loot, WoW would have only a percentage of its current player-base - only those would play who haven't maxed their chars yet or killed the biggest monster.

A smart man wrote:As an idea it's alright, however lockpickers already make millions faster than any other fighter class. Give them the ability to be the only ones finding these magic items and voila, millionaires just turned to billionaires.

Some classes are just that way. Treasure hunters don't have access to high end chests without help, meaning you can suck some money from escorting them.
Let me guess, you have a TH? For it to be fair the TH should divide all the loot he gets from the chests between all the hunters partners. Of course this is up to players, but would you like that as a TH? Dunno, at least our THs normally give us only a partion of the gold - not that we ever ask more so maybe it's our fault.
Last edited by Darian Darkmind on Thu Feb 16, 2012 1:38 pm, edited 1 time in total.
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Monad
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Re: Magical items

Post by Monad »

Bella Pious wrote:*sighs* Alright. If when the final decision is made to wipe remove the magical items, is it possible to start implementing it by stop the loot spawn in monsters and give players some time to do some adjustment, instead of wiping the existing ones all the sudden? Like right now I am not sure if I should still bid on fire resist pieces or should I use them before they "disappear"?
Nothing is decided, just theories so far. We think of something before they are wiped yes. Like someone suggested that we could give grace period when players could sell them to harry handyman for a price based on the item properties. So you don't need to worry about this for now, just keep playing as you're playing.
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Darian Darkmind
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Re: Magical items

Post by Darian Darkmind »

Monad wrote:
Darian Darkmind wrote: 4) Add more ore veins
More items for smiths to sell -> prices go down faster and even further eventually leading to a situation when I can say "Told you so"
Nah, problem currently is that there is too few veins which have forced the smiths to raise prices, and when you combine the raised prices to the amount of magical gear we have on the shard currently it leads to smith sales where no-one bids. Adding more veins would be done with care and not hastily.
Also you forget that the demand for crafted goods would raise potentionally if we remove the magical armors. You don't have smith nor you're a staff so I doubt you have a good picture of what the state of the veins are currently.
5) Make monsters drop more hides/bones
Same problem as above. Instead remove normal magic leathers from loot, only keep the special hide and bone stuff and make them equally rare to special metal armors and weapons.
Same argument as above.
6) Boost crafted staff/instrument properties
Will not solve anything. Instruments of conconance are being sold for a lot of gold, however if they could be crafted, you'd crash the market. Carpenters and Bowyers are a proplematic merchant that cannot be fixed this way.
This argument I don't understand at all. If magical instruments/magical druid/necro staves are removed, we of course need to boost the crafted instruments (which sucks badly atm) and add necro/druid staves into the crafting pool. Also the wooden effects needs revising.
4. The demand would increase for PvP sets as hunting would lose one of it's advantages and thus be ruined leading to no need for auropians, lholites etc. Also people already have their auropians sets and those aren't magical. It would only increase the deman for low armors, such as D'spine, scarletite, radlius etc.
5. The only problem is the insane amount of good magical leather and bone parts being found. Thus, I repeat, remove them and make them as rare as good magical special armor parts. It should take years of hunting to find a "Storm giant of invul" part, not just ten runs through Deceit. As tailors have never made as much money as smiths, also remove all the normal magic leathers. Leave only the special leathers in the loot group with a small chance. This would force mages and especially monks to buy their PvP sets from the tailors rather than use whatever they find during their hunts.
6. The problem is they could then be crafted. There's a lot of trees around. It would increase the demand at first, of course, but once they've crafted a few hundred instruments and staves no one will need them anymore. People would all have "the best" stuff on them and unable to get better stuff from hunts, they don't hunt either. It's just PvP babe.
Aileth
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Re: Magical items

Post by Aileth »

I don't have a TH and I have no idea what goes in the chests nowadays.
I guess you should talk to your TH's and they should come clean with what they earn/keep etc.

I was comparing TH to tamers since they are the money makers from merchant class (unless you have a lot of time on your hands to brew potions 24/7), and the comments regarding whether they make a lot money are irrelevant: they cannot do it all alone. Tamers pay for the help they get either in pets or gold, I assume TH's do the same or you should start charging them. Afterall you're helping them gain or get materials without them having go through too many risks.

Edit:
"6. The problem is they could then be crafted. There's a lot of trees around. It would increase the demand at first, of course, but once they've crafted a few hundred instruments and staves no one will need them anymore. People would all have "the best" stuff on them and unable to get better stuff from hunts, they don't hunt either. It's just PvP babe."

You're looking too far ahead and not all players have extensive playing for high end stuff. These kinds of items can be of a certain difficulty that no matter how many wood we get, they're still hard to craft. I've seen some crazy resource wasting from tailors/smiths just to end up making a regular piece of armour/weapon, i'm sure bowyers have the same difficulty on some items if not more, taking into account you can get 10'000 logs quite quickly compared to ores/hides.
Last edited by Aileth on Thu Feb 16, 2012 1:42 pm, edited 1 time in total.
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Monad
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Re: Magical items

Post by Monad »

Darian you assume that hunting would meet its end if we remove magical armors and restrict weapons to special ore weapons with force, power or vanquishing suffixes. I disagree, quite the opposite.

The special weapons would be more rare which would lead to players literally hunt for them. If they find something and see special colored weapon in corpse, they will at least know it's a good one. So they would face less disappointments, it would be more rare and more "whoa!" feeling when you find one, instead those dozens of useless/semi-useless magical weapons or armors you find nowadays from half of the monsters.
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