So since all kinds of people on this forum have their own ideas about what needs to be changed,
and they are all different, contradictory or flamed into the ground,
I have this idea of a little forum game ( might well be more fun than the actual one
).
So, given the current state of the game, plus all the changes above you,
what single one thing would you like to change (into what) ?Rules:
- State one single, concise and clear change. You could, for example say "give everyone 1000 free zen" or "make all horses blue".
(It would then also be valid to revert or change a previous change: "make all horse brown")
- You may not state another change until 3 people have also made a change after your previous change.
- NO DISCUSSION about other people's changes.
- NO WALLS OF TEXT. Keep any comment (on your own change) short and simple.
Thanks
Lets see where this leads us.
Comments
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
— (The unwritten rule)
Ultimately, the goal is to ensure that AD actually equals time, and zen actually equals money, and that there's a reasonable tradeoff between time and money. But also, to ensure that the market based economy of the auction house isn't too influenced by the presence of the fixed costs of AD and zen.
The key thing, however, is that AD does still need to have value-otherwise, there's no way it'll be tradeable for zen. Removing potency marks removes a LOT of the need for AD, but there's still companion cost upgrades.
One easy thing to do here is to make Wards buyable for both zen AND for AD. So, remove the zen price cap, but for the "core" items, well, let's say Coalescent wards. Buyable for 1000 zen or for 500,000 AD. While zen is below 500 AD, you're better off buying zen but while zen is above 500 AD, you're better off using AD. These are automatically stabilizers. Of course, I'd be sure to revise the purchase price of both zen AND AD based items, so these are just numbers used as a baseline.
My main concern is, how do we make it plausible to level up alts, without making the existence of alts make one's main stronger (eg the old Leadership army system). Of course, if leadership rewards are useful but bound to character, that problem can be solved. Though, if the AH became a gold based system, leadership would actually go back to leadership armies to a small extent, but I say "small" because the gold gained through leadership is absolutely trivial compared to gameplay.
In addition, I would institute "buyback" programs. So, for instance, if your favorite armor or weapon enchantment gets nerfed, then for say a week or two after the nerf, you can trade enchantments of the nerfed type for enchantments of the same tier. To prevent auctioneering issues, these enchants would be bound to account.
For artifact equipment, I'd institute a system whereby refining an artifact item into a corresponding item, you get the same artifact level out of it. Basically you should only ever have to refine your artifact equipment once. Non-equip artifacts can keep the existing system: you actually get more points for matching types after all.
I'm sure there are a number of other changes to institute as well. I'd probably downscale the Strongholds boons substantially, and slowly phase in a system that makes it easier for smaller guilds to catch up to large guilds, most strongly starting with allowing Stronghold items to be sold in the AH.
I'd definitely overhaul the professions system. I have two concepts in mind for it. One concept involves the usage of leadership contracts. When completing certain leadership tasks, you obtain a contract 9corresponding to one of the non-leadership professions). Activating the contract in-game brings up a dialogue interface that allows you to accept the terms of the contract. Use professions to deliver certain resources (to the "Contracts Vendor") by a certain time, and you get rewards.
Rewards would consist of Stronghold vouchers, maybe AD (contracts are, essentially, rare tasks after all, and they do require components), and let's just call them "crafting points."
Crafting points are bound on pickup, but when you get enough of them, you can craft "something." Exacting specifics unknown. We want crafted items to be useful, so they can't just be rings or amulets or other gear, because then either displace new gear released via modules, or are displaced by them. So perhaps the existing reinforcement kits system would be replaced in this fashion.
A few caveats are things like, how do we deal with bots using AD to buy Preservation Wards, use those to make enchants, and then sell the enchants on the AH. Things like that.
Deal with it
2) Increase the main bag slots to 36 (up from 30) and make 6 slots bag available for purchase at 10k AD at Wondrous Bazaar
3) Tie the Rough AD daily refine limit to account (rather than character) and raise it to 100k.
4) Remove those annoying Admin messages that tell me when someone gets a mount.
5) Add AD rewards to Heroic Encounters Great Success reward (1000 for small, 2000 for medium, 4000 for large, limit these daily in a similar way).
6) Add the Waukeen event vendor back in the game permanently. Make enemies in featured only foundry quests drop those bags.
7) Extend the Winter, Spring, Fall, and Summer events to be 3 months long each so there's always a seasonal event running.
8) Remove ZAX cap.
what they have done with reducing player ad gain potential without removing bots stockpiles is overnight double or triple the "wealth" of the bots
im only a casual studeent of economics and i can only assume they dont even have that level of understanding within the team working on this game from their actions
The problem with going by cash purchases is if someone did use cash purchases+coupons to play the AH/Zax then they will have more AD than they could've gotten via straight exchange. What they really need to do is find all the people that suddenly gained 100,000,000 AD out of nowhere in on transaction. Although you'd think that they'd have tried that so I'd assume their database for this kind of stuff is so ****'d that they can't do it.
PnP Red Box DM & Player (74 - ?). NWN + SoU + HotU (4-03),
NWN Diamond Edition, Neverwinter Nights Complete (NWN + NWN2).
1. Provide AD when doing normal boon grinding quests. i.e. Sharandar, Dread Ring, IWD, WoD, ...
2. Provide AD for doing HE. The bigger the HE is the more AD it should be.
4 slot for level 10 leadership
6 slot for level 15 leadership
12 slot for level 20 leadership
20 slot for level 25 leadership
*BOOM* Everyone loves leadership again!
I would allow single player mode for casual players.
In all skrishmish's and dungeons. Have the instance calculate the players item score and adjust trash mobs to be killable and the mini/main boss be a tough fight but not impossible. Give the reward in the chest as 1,000 AD which the maps are able to to be finished in 10 minutes. With a max of 20 clears total. (max ad earned this way is 20k but it would take a few hours).
Also, I would allow single player PVP, so people can queue up 1 on 1, if a real person is available and the item score is within 100 points. A match is formed vs each other, if no players are matched, a doppleganger is spawned so you are pvping vs yourself. First to 3 kills wins 1000 AD, max queue is 5 times per day. If your doppleganger kills you, you get 0 ad and lose 1 of the 5 times to play.
doggleganger would spawn with the same gear/stats/abilities as you have going in.
Is that one thing?
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
"...I grab my wiener and charge!" - ironzerg79