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[SEEKING FEEDBACK]Content Suggestion
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(07-20-2015, 03:56 AM)Azukana Wrote: "...varying degrees of generally powerful buffs and bonuses."  This begs the question as to what is considered "powerful"  To some a certain charm would be too overpowered but to another they will be crap altogether.  As to point 1, Ray setting prices using an equation raises the problem of another thing for Ray to balance.  Also, trading between players is a huge issue with currency.  You could make 5 alts to gather these charms and then trade them to a main who would sell all of them for awesome gold gain.  And any trading mechanic brings about how unfair it will be for new players as veterans who want even remotely good charms would be paying top dollar and no new player could get the top notch ones except by VERY rare chance.  And if a high level player gives a low level a ton of money because they happen to get a great charm, then that low level player has a ton of gold now which will level them much faster than intended.  The system could be abused to transfer a measly (in the eyes of a high level) 100mil  from a 200 to a say level 10, who would be having really high upgrades for his level.  Then the system begs the question, how rare will they be? Making them more rare than cards means you won't even really get them for a very long time making them useless to new players, but if you make them too common, they will be worthless and they will be inflating stats non-stop.  And if they are common enough to drop again in the time limit, the whole time limit is pointless.  I like the idea of the system, but in order for it to work you would need to eliminate trading aspects and do a LOT of balancing.  Which all that would likely be a very work intensive process to make, and with just Ray seems unlikely to be implemented.  Just my thoughts.

One of the main things I mentioned was limiting the amounts and types of charms a person could carry altogether. Kind of limits rooms for abuse by multi, minus being able to farm for good charms on multiple characters, which by my plan would still require you to not only do the leg work of finding the charms, but also acquiring the system determined value to trade it between characters. The limit on how many you could hold, and the method by which you are able to trade would hinder most of all the abuse situations you just brought up.

The way I imagine it, the charms would be both powerful and rare(dont ask me how powerful, or how rare, I'm not here to discuss math) both to make it a worthwhile endeavor to find them, as well as a worthwhile investment if you were in the market to purchase one from another player, and to justify whatever costs the system has set for said charm.

There's nothing about game creation that's NOT a work intensive process, the fact that something like this would require a lot of work shouldn't be what you base your decisions on, the idea is more or less to inspire creative interaction between the community and the creator so that together we can respectively enjoy, and create a world that everybody wants to be a part of. I'm not by any means complaining about the way the party or guild system has been implemented, but as it stands its generally hard to get new players into an existing guild of people due to level restrictions and the like. This type of limit isn't what I would consider beneficial to anyone's ability to form a working guild. What we end up with is what you see now, people refusing to help anyone smaller than them, and keeping their guild doors closed. Implementing something of this nature wouldnt allow for immediate trade between players at extreme differences in size, but it would allow people to help each other in different ways, and promote networking between the community.
Reason is not automatic. Those who deny it, cannot be conquered by it.
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RE: [SEEKING FEEDBACK]Content Suggestion - Raate - 07-20-2015, 04:42 AM

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