Just remove drops or make the lower quality drops more rare, would bring a lot more use for crafted goods. Also lower hide/bone drop rates a bit (Example vamp bone etc. easily farmed stuff not high end like giant bone or cloud giant which are already a bit too difficult to get.)
Thats my opinion about this matter.
No need for wipes to create sad people and making drops harder to find would make them even more expensive, meaning shard economy totaly would grow.
Magical items -> more rare -> more expensive
Hide/bone drops lower -> More expensive
Less magical metal armours -> more work for smiths
These are the needed changes, that would take shard back on its feet. (Now that full repair kits have been removed everything will break down eventualy even the best gear.)
Magical items
Moderator: Game Masters
Re: Magical items
Actually, lower bone and hide drops would raise prices; they are high enough as they are. What we need is more demand. Lowering magical bone and hide drops would creater a greater demand for tailored armor.Ivan wrote:Just remove drops or make the lower quality drops more rare, would bring a lot more use for crafted goods. Also lower hide/bone drop rates a bit (Example vamp bone etc. easily farmed stuff not high end like giant bone or cloud giant which are already a bit too difficult to get.)
Thats my opinion about this matter.
No need for wipes to create sad people and making drops harder to find would make them even more expensive, meaning shard economy totaly would grow.
Magical items -> more rare -> more expensive
Hide/bone drops lower -> More expensive
Less magical metal armours -> more work for smiths
These are the needed changes, that would take shard back on its feet. (Now that full repair kits have been removed everything will break down eventualy even the best gear.)
"last i knew it was illegal to hate someone" Richard Mota
Re: Magical items
Mike wrote:Actually, lower bone and hide drops would raise prices; they are high enough as they are. What we need is more demand. Lowering magical bone and hide drops would creater a greater demand for tailored armor.Ivan wrote:Just remove drops or make the lower quality drops more rare, would bring a lot more use for crafted goods. Also lower hide/bone drop rates a bit (Example vamp bone etc. easily farmed stuff not high end like giant bone or cloud giant which are already a bit too difficult to get.)
Thats my opinion about this matter.
No need for wipes to create sad people and making drops harder to find would make them even more expensive, meaning shard economy totaly would grow.
Magical items -> more rare -> more expensive
Hide/bone drops lower -> More expensive
Less magical metal armours -> more work for smiths
These are the needed changes, that would take shard back on its feet. (Now that full repair kits have been removed everything will break down eventualy even the best gear.)
You get less hides/bones from monsters = more work = more price
Magical armours break = more work
It would naturaly balance itself out eventualy if the drop rates would be fixed.
Re: Magical items
as i see right now stuff dont last forever due to recent changes.
so change it already and make invul/forti more rare. by the time it will get more expensive and they will be forced to use smiths and tailors.
Shouldnt be possible to find magical items in despise. come on rats and lizards? i know people who have found swords of vanq which is bs.
something like this
lesser monsters dont drop magic stuff
medium monsters can drop hardening rarely forti /power
high monsters can drop everything. depends on luck
also i think you should stop monsters dropping scarletite, dspine and valorite. this leads the same that tailor market
OR
nerf magical armours. i mean fortis and invuls , powers and vanq
it will still be good a frosty iron of vanq but not so good
so change it already and make invul/forti more rare. by the time it will get more expensive and they will be forced to use smiths and tailors.
Shouldnt be possible to find magical items in despise. come on rats and lizards? i know people who have found swords of vanq which is bs.
something like this
lesser monsters dont drop magic stuff
medium monsters can drop hardening rarely forti /power
high monsters can drop everything. depends on luck
also i think you should stop monsters dropping scarletite, dspine and valorite. this leads the same that tailor market
OR
nerf magical armours. i mean fortis and invuls , powers and vanq
it will still be good a frosty iron of vanq but not so good
- Darian Darkmind
- Posts: 2568
- Joined: Thu Nov 27, 2008 3:58 pm
Re: Magical items
If good magical items are nerfed, they'd only be as good as exceptional onyx. Why would you use a good magical weapon if an exceptional onyx do the same?KaneThun wrote:nerf magical armours. i mean fortis and invuls , powers and vanq
it will still be good a frosty iron of vanq but not so good
No need to nerf any of the magic item's strength.
I do agree with you, however, that low level monsters shouldn't drop any magic items.
Then if we remove the "poor" magic items from the equation the medium monsters doesn't drop magic items that often either. But when they do it's of invul or something like that. And high end monsters could drop different magical ore type armors and weapons.
Re: Magical items
That's the problem. There should be more work, so that you actually get to sell your armors. But they should not cost more to buy. So we need plenty of bones and hides around.Ivan wrote:Mike wrote:Actually, lower bone and hide drops would raise prices; they are high enough as they are. What we need is more demand. Lowering magical bone and hide drops would creater a greater demand for tailored armor.Ivan wrote:Just remove drops or make the lower quality drops more rare, would bring a lot more use for crafted goods. Also lower hide/bone drop rates a bit (Example vamp bone etc. easily farmed stuff not high end like giant bone or cloud giant which are already a bit too difficult to get.)
Thats my opinion about this matter.
No need for wipes to create sad people and making drops harder to find would make them even more expensive, meaning shard economy totaly would grow.
Magical items -> more rare -> more expensive
Hide/bone drops lower -> More expensive
Less magical metal armours -> more work for smiths
These are the needed changes, that would take shard back on its feet. (Now that full repair kits have been removed everything will break down eventualy even the best gear.)
You get less hides/bones from monsters = more work = more price
Magical armours break = more work
It would naturaly balance itself out eventualy if the drop rates would be fixed.
"last i knew it was illegal to hate someone" Richard Mota
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- Counselor
- Posts: 714
- Joined: Wed Feb 10, 2010 7:07 pm
- Contact:
Re: Magical items
If there's not enough demand VOTE!! And magic armors with ore types are rare as hell best I found was royal plate arms of forti, in the time I've been playing and that's almost since the beginning, also you nerf assassins getting rid of prefix durability. Really this change doesn't need to happen its not the problem.
Re: Magical items
Can you state an example of what is "not so good", because I thought you meant: defense, hardening etc. But then you contradicted your statement later on so now it is confusing. Based on the above quote however, I don't agree with removing the "not so good stuff". The lesser items balance out the drops of better items (fortification, invulnerability, power, vanquishing etc.). People DO use the lesser items for a number of reasons.Darian Darkmind wrote: Which is why I've been saying all this time that you can and should remove that "not so good" stuff, magic irons, magic leathers. Leave the rest as it is. Only leathers and bones need to be made more rare, the weapons and metal armors doesn't. They already are rare enough. In my time in Pangaea I've only found two magic onyx weapons. One was GM made during a quest and other was a random drop from a venomous dragon. So basically in 10 years I've seen only one magic onyx weapon that wasn't a GM made.
- Darian Darkmind
- Posts: 2568
- Joined: Thu Nov 27, 2008 3:58 pm
Re: Magical items
I'd say all the IRON below invulnerability should be removed (durable-hardening at least, maybe even fortification). I'd keep at least invulnerability because active and good hunters should be able to find gear they can use in PvP later on, gear that isn't stronger than the best smith armors, but still better than the average armors (Valorite, scarletite, empyrean).Tyrion wrote:Can you state an example of what is "not so good", because I thought you meant: defense, hardening etc. But then you contradicted your statement later on so now it is confusing. Based on the above quote however, I don't agree with removing the "not so good stuff". The lesser items balance out the drops of better items (fortification, invulnerability, power, vanquishing etc.). People DO use the lesser items for a number of reasons.Darian Darkmind wrote: Which is why I've been saying all this time that you can and should remove that "not so good" stuff, magic irons, magic leathers. Leave the rest as it is. Only leathers and bones need to be made more rare, the weapons and metal armors doesn't. They already are rare enough. In my time in Pangaea I've only found two magic onyx weapons. One was GM made during a quest and other was a random drop from a venomous dragon. So basically in 10 years I've seen only one magic onyx weapon that wasn't a GM made.
People use the lesser items for lesser purposes, for PvP if they don't want to lose anything better, training, sparring etc. That's the problem, without them people would be forced to buy from the smiths which is the reason why this whole topic exists, to boost the smith business. The poor magic item's doesn't balance the loot, because if they are removed from the system you would no longer find them. Whenever you had normally found a poor magic item, instead there's no items. Only if the item was iron of invul it appears on the corpse. Also all special ore items should still exist of all magic powers, same for weapons. Remove low-magic armors of iron quality and keep the rest. Same with hides and bones.
Although nothing of this will solve the one problem that follows: muling.
Last edited by Darian Darkmind on Thu Feb 16, 2012 7:38 pm, edited 1 time in total.
Re: Magical items
Invul studdeds give more AR than even cloud giant set. Id remove them all or what you said that remove up to forty and then id make rest rare.