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1

Tuesday, May 6th 2014, 5:47am

Upgrade System Based on Quality of Item

One possible way to fix the "expensive" part of the game, could be do implement the following:

Rather then having +'ing gems based on level, Starsplinter vs faith vs older versions, have them based on "quality" of an item. For example, Star Jewel Highest Quality is for hard mode gear, or pom gear, etc. of any level. Then have similar mid, and low end version of the gems. One of the major advantages of this is that they would be useful regardless of new content. A large complaint many players have is "our old upgrade jewels are useless, we'd like some form of compensation or trade-up". This would prevent such a need.

How could the game implement this? Simple -- make use of an already present mechanic -- the "Star rating" system. Go through the database and adjust the ratings of just the most commonly used items, and possible quest reward items. After that is complete, any new item entered in to the database can have its "star rating" evaluated and adjusted before its release. Not changing all the items is meant to save money on the implementation of the system.

What would this accomplish? Well players can choose to spend more or less money to make equipment. For example, a new player wouldn't need to spend as much money to + a quest reward item or Phirius shell item in order for it to become stronger. This in turn would allow newer players to get involved in more content, and at the same time encourage some diamond spending.

What does this do for endgame players? Unless prices are adjusted, not much. Those looking to make the best quality items will have to pay more (or those making not-the-best items get them for cheaper), but isn't that always true in life? Gold is worth more than iron.

A similar thing could be applied to drillers, as well as perhaps tiering. The first would be slightly easier to implement -- just put quality checks on drillers, make new ones available in item shop, similar to how level checks and refinement level checks are applied on +'ing gems. I'm not sure how tiering could be applied to make it cheaper based on item quality, but perhaps it wouldn't be necessary.

2

Wednesday, May 7th 2014, 2:55am

if i got it
u mean

plussing green gear/weapon is less expensive than plussing purple gear/weapon , right?

and also depends of the level of the gear/weapon ,
plussing level 20 stuff, cost less than plussing 85 stuff?
Quoted from "ruisen2000"

Quoted


And before I get the "oh then go play that other game", I'd like to
say that if I didn't enjoy RoM, I wouldn't be posting here asking for
game to improve. :beer:
"Quit if you don’t like the game” kinds of postings. It’s juvenile, but probably inevitable "

3

Wednesday, May 7th 2014, 8:41am

plussing green gear/weapon is less expensive than plussing purple gear/weapon , right?

sort of. Take a look at various purple items available for your character -- there's hard mode instance, normal mode instance, easy mode, crafted, phirius shell, EoJ, dreamland, honor gear. Then there's blue quest gear, green items, vendor items. The idea is that it should be cheaper to upgrade items that "aren't the best" like phirius shell gear, or quest gear. That gives new players a less expensive way to make items and participate in content -- they wouldn't need to get the best item b/c they aren't paying large amounts to + the item, making the transition from new player --> mid game player --> end game player easier/cheaper.

We can rate gear such as hard mode 5 starts, normal mode/crafted/honor as 4 starts, easy mode and phirius shell/EoJ/dreamland 3 stars, quest gear 2 stars and other stuff 1 star.
plussing level 20 stuff, cost less than plussing 85 stuff?
No. I suggest replacing the levels (below 40, below 60, below 80, below 90 etc.) with quality (5 start or lower, 4 stars or lower). This means armor +'ers you buy now would work at level 100 cap because the rating system is the same.

4

Wednesday, May 7th 2014, 1:22pm

I approve of this idea. Good concept, but I would just make it simpler by going w/ the white, green, blue, purple, brown, orange colors of gear.

Still keep item levels in the game, but could do it this way:

1. In-game jewels are level based. Higher failure rate, but will work on any gear within the level range.
2. Crafters in the appropriate weapon/armor areas would be able to add some variable x% based on their level when plussing the appropriate items
3. IS jewels would be as described, based on the color of the item so they would be limited to the rarity. ie, if you had green jewels, you couldn't plus white, blue, purple, brown or orange gear w/ those jewels.

Now, GF can price jewels such that white jewels cost 1 dia for 10; green jewels for 2 dia for 10; blue jewels 4 dia for 10 ; etc..

5

Wednesday, May 7th 2014, 1:44pm

No. I suggest replacing the levels (below 40, below 60, below 80, below 90 etc.) with quality (5 start or lower, 4 stars or lower). This means armor +'ers you buy now would work at level 100 cap because the rating system is the same.
hmm, so it s a rating depending on the rarity at the moment we use the piece of gear, yea, i like taht idea too
so this way, if i pluss a "not that good" lvl85 piece of armor, wont cost me more than a previsous "not that good" lvl 70 armor
yea, can save lot of pluss stones
got at least 60 useless now , due to level restrictions T_T
Quoted from "ruisen2000"

Quoted


And before I get the "oh then go play that other game", I'd like to
say that if I didn't enjoy RoM, I wouldn't be posting here asking for
game to improve. :beer:
"Quit if you don’t like the game” kinds of postings. It’s juvenile, but probably inevitable "

6

Wednesday, May 7th 2014, 2:36pm

Neat suggestion but in all honesty it is a bit too convoluted to me. Restructuring the entire plussing system is quite an overhaul don't you think.

And adding a gazilion more different plussing gems would be more confusing to new players than less expensive or helpful I would think.

I like the thought of changing the plussing system to be less expensive.

7

Wednesday, May 7th 2014, 5:12pm

tbh, plussing in this game is pretty nice :) your gear doesn't break when you fail. ;)

New players will mostly play with white/green gear for the longest time unless they are someone's alt so plussing white/green gear should be as inexpensive as possible to encourage new players to plus their gear. This would be like a gateway drug where players are used to plussing up their stuff and when they get better gear ( blues & purples ) they'll want to get those plussed as well.

The idea, in my mind, is to make it simple and inexpensive for the lower grade gear to enforce the mindset that we should always be looking to improve our stuff.

As we get into the middle->high grade gear, we KNOW it's "supposed" to cost more to upgrade since it's better stuff.

^-- that's the rationale for what I proposed above.

& believe me.. I think we'd appreciate plussing much more if RW were to have critical failures destroy your gear. In another game I played, here's what happened:

+0 -> +1 roughly 90% success rate. that means 10% of the time, you lost your gear
+1 -> +2 roughly 75% success rate. 25% of the time, you lost your gear
+2 -> +3 roughly 60% success rate. 40% of the time, you lost your gear
+3 -> +4 roughly 40% success rate. 60% of the time, you lost your gear
+4 -> +5 roughly 20% success rate. 80% of the time, you lost your gear
+5 -> +6 roughly 10% success rate. 90% of the time, you lost your gear
+6 -> +7 roughly 5% success rate. 95% of the time, you lost your gear

so let me tell you, we knew there were dupers when they were running around w/ full +10 gear on up. ;)

Anyway, cheaper plussing is always a plus :) but I think we'd cherish our gear more if it broke too.

8

Wednesday, May 7th 2014, 6:08pm

The reason I've made it so complicated is b/c making things based on rarity (purple, vs blue, green etc) is b/c that wouldn't help new players get into instances cheaper then what it currently costs. Aside from quest reward accessories and capes, the quest armors won't get you into grotto hard, or perhaps not even grotto normal. Phirius shell gear and/or crafted gears will however. But basing the system on rarity means they aren't saving any money making such items, and so you have hoardes of people waiting to make items because they want "best in slot" to spend 1k dias on.

9

Wednesday, May 7th 2014, 8:04pm

I gotta disagree somewhat, Blank... The new blue quest items are pretty kickass, but people don't want to plus them.

Having blue jewels be much less expensive than purples means that more people would plus the blues up to the hilt & be able to get into instances to get the purples.

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10

Wednesday, May 7th 2014, 10:43pm

Or you use your old plussing jewels that are below 70 and plus stuff for free for new players like we do in Disturbed ;-). They will never change this, i think it would be way too complicated and we have other issues that needs fixing.

Yes i do have like 100+ of old plussing jewels of each kind in my bags and alts, i make do with it, give them away or make white gear with unused purified stats and give them away to the new people.

It works

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

11

Wednesday, May 7th 2014, 11:12pm

I've already said the accessories are good, as are the capes -- in fact I recently made some lvl 79 ones for siege war just to save myself form having to buy new gems. But the armors themselves aren't good. They give no crit to the dps chars, not enough healing bonus to healers -- only tanks could potentially make good use of an entire set. They won't get players into grotto hard.

The main difference between players doing high damage in "end game" instances is crit rate. Having a full set of quest armors means you have 2k less crit then a similarly geared p.shell player, and that crit rate results in a huge damage difference. Yes, the quest armor geared player will crit for higher amounts on any individual skill, but 2k crit rate means one person crits 15% vs another doing 50%. That more then makes up for the loss of patk (random numbers here used to illustrate my point).


This suggestion is based around the fact that too many players want to go from zero to hero. They want to buy and use and upgrade ONLY best in slot. Cases where players hand out free, old gear to newer players seem rare to me, and even when it happens it usually doesn't result in a grotto hard mode capable player. In other words, the free hand outs don't usually result in a player being able to get the best-in-slot gear that they really want. Not many players are willing to settle for second best, or to make a mediocre set knowing it will be changed once hard mode gear is obtained, for the sole reason that they can't or won't spend the money to make the gear. I've been running grotto hard mode with level 75 or under gear, with a t11 +16 bethomia axe, and I have kept up in dps with r/m's using much newer and better statted equipment -- in the cases where I did not keep up, I was still contributing a fair amount of damage on the boss. This illustrates how second best gear can make you viable in the instances that people want to run -- but again the cost of making such gear holds back many many players. I suggested this with that in mind.

This post has been edited 3 times, last edit by "BlankMinded" (May 7th 2014, 11:25pm)


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12

Thursday, May 8th 2014, 12:06am

How could the game implement this? Simple -- make use of an already present mechanic -- the "Star rating" system. Go through the database and adjust the ratings of just the most commonly used items, and possible quest reward items. After that is complete, any new item entered in to the database can have its "star rating" evaluated and adjusted before its release. Not changing all the items is meant to save money on the implementation of the system.

Star rating is not based on the item. Star rating is an old discontinued system which is based on the stats. Roughly it is:
  • green no-name stat with roman number n :arrow: star rating = n/3 stars
  • yellow no-name stat with roman number n :arrow: star rating = n/3 stars
  • named yellow or red stats from "... of the lost" to "... of Imprisonment" :arrow: star rating = 7/3 stars
  • other :arrow: star rating = 0 stars
(with some small exceptions)

And total star rating is the sum of all stats, but maximum is 5 stars.

This post has been edited 2 times, last edit by "meisjustmeAU" (May 8th 2014, 12:13am)