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#11 (permalink) | |
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Junior Member
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Re: Boe?
Quote:
Also another issue a crafter in his career up to now for theese few months probably made a couple of sets of gear of each tier + 1 or 2 heroic items. That is my assumption from what I see on market and from my own crafting experience. I have not even seen T4 heroic items yet on my server. There is maybe under 20 heroic crafted T3 items and you make them soulbound??? Wtf we dont even get the choice now. This is a heavy nerf in my opinion crafted gear once BOE will be not worth the trouble to order it much less spend time grinding to make it yourself. people will just wait till they are 50 and then get T5 quested/looted gear. Rather then invest in to temporary gear and loose the money since you cant resell. |
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#12 (permalink) |
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Member
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Re: Boe?
Crafting armor sets is tedious. I tried to make two full sets once and spent nearly 5 hours at it. I enjoy crafting in many games, but not in Vanguard, the time invested for the reward just makes me cranky and apt to log off.
I think BoE is wrong, it was tried in beta and disliked by most (some vocal crafters kept saying it would guarantee a stead stream of customers, but that didnt happen). What would I do instead? Here is one idea - make gear wear out **like real life**. Add a born-on tag to the database, or better yet an hour-meter. They already have something like this - as every battle generates repair costs (so its tracked somehow). As a character uses armor or weapons (that they have EQUIPPED, not things in your packs), increment the use-meter. Not just for tanks, but anyone engaging a mob. This should have a real effect, but not linear (for the first half of the item's lifetime it works fine, then begins to get worse in an accelerating fashion). Dont allow any repair, but instead have the items "break" at end of life. Keep BoE - your gear is your gear, fits you, period. Maybe allow crafters to retailor a set of armor for another person (resetting BoE and repairing, need to think about this more). But this doesnt work without a flipside. Crafting a suit of armor should take somewhat less time than it does now, AND produce (even without rare components) something an adventurer WANTS to buy. Perhaps tier gear like this 1) Vendor NPC gear 2) Trash mob drops 3) Solo Quests 4) Crafted - regular items 5) Hard Group mobs (or long quest lines) 6) Crafted - rare components 7) Raid mob drops 8) Crafted from raid mob drop craft items The progression needs to be managed between these, so that most players are happy with buying the regular crafted in bulk (to give crafters a market) and the drops need to be toned down (in stats or drop rate) to support that. Well - need more ideas here, but there's one. |
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#13 (permalink) |
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Member
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Re: Boe?
or they could make a lot more drops and quest items bound also, then in order to stop people from complaining about not being able to resell, allow crafted gear that has been soul bound to be sold as material to crafters and then the crafters can reclaim a good portion of the mats that went into said gear to make more of the gear with few new resources being needed, keeping the crafter employed and adventurer able to remake some money while it creates less need for either to have to scour telon for resources. maybe they could also put in so that heroic/legendary, etc. crafted items can be refitted by a high enough lvl crafter rather than having to completely remake the thing, it would consume the old item and maybe a few mats, but keep that hard to find/make item on the market while still allowing an adventurer to sell their bound crafted gear to another toon, but they have to get a high enough crafter, or an npc, to refit the gear to the new character.
just my idea, don't know if it makes sense to anyone else. only problem with this is it may slow down the harvested items sales a bit. |
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#14 (permalink) |
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Member
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Re: Boe?
To be fair - a great deal of the higher end gear that I get through complex quest lines or difficult boss mobs is soulbound. All I can do is decon it myself (since I craft too) or sell it to the jackal of a vendor who will tell me to "watch for scorpions" while giving me pennies on the dollar for my precious armor.
I would keep the "green" items (which should all be way worse than equivalent crafted) as non BoE. High level gear should be soulbound. I know some guilds will hate gearing up a main tank or healer with great gear only to have them quit the game, but those are the risks. |
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#15 (permalink) |
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Member
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Re: Boe?
yeah, i know a lot of the gear from the lines i do is soulbound. with what i was talking about though, i meant to include quested and dropped gear in the able to be sold as mats deal because they would no doubt yield some very good things to a highly skilled crafter.
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#16 (permalink) |
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Member
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Re: Boe?
BoE hurts crafters more than it helps. If they want an item sink for crafted gear then make a positive sink not a negative one. In that I mean, make it something positive for players instead of negative to players.
Set up crafting NPCs that give buffs, faction, ect for crafted armor turn ins. Poof, the crafted armor is gone from the system, the person that turned it in got something worthwhile that had zero impact on the real economy. Player happy, Sigil happy. No, "I'm leaving because" posts. Everyone happy. If they can't come up with an appropriate reward, then make each tier crafted item dependent on a previous teir item. I.E. you have to consume a t1 chest piece to make a t2 chestpeice. That should take care of the excess and it will not change any existing items in the game today. |
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#17 (permalink) |
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Junior Member
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Re: Boe?
What is problematic here is that this change appears to be happening without any affect on non-crafted gear. Something will need to be done will adventure loot as well if BoE for crafted is going to work. I hate (really really hate) to compare this to WoW but it worked there...you may not like it but it is working.
The only thing that I'm noticing with higher tier combines is that they all cost the same (if I harvested the resources myself). The addition of multiple rares to T4/5 rare upgrade recipes is (and this is my guess) a way to force an increase in rare gear at higher levels. I harvest all my rares so my combines all cost the same regardless of tier. It takes me more time at higher levels to get rares but hey, that is the way it should be, I think. |
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#18 (permalink) | |
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Senior Member
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Re: Boe?
Quote:
Any discussion of a possible solution deserves to be heard, one way or the other
__________________
Beta > Real life cause there are no devs to fix the bugs in real life ![]() I beat the internet! The last guy was really hard! My wiki page - why would anyone want to know more about me? |
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#19 (permalink) |
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Senior Member
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Re: Boe?
i got an idea, lets get rid of Binding/item decay, i dont like them, i dont see any point besides taking lotsa items out of the economy which will drive up prices and make crafted items less appealing...as for item decay, it just gets to realistic for my tastes but thats not what this thread is about so ill just stop...
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#20 (permalink) |
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Senior Member
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Re: Boe?
All points true.
I stand by my opinion. Ideas. Increase resale to NPC vendors to be within reason. If a vendor will pay 1.5 s for a peice of crab shell, why not the same for a nice peice of armor. (Without BoE) Allow for Decon, but without the randomness you have now. If 100 % A decon on the item, then you get what you put into it. 90% decon a, you lose 1 - 2 items that went into it.
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Odeko - Sorcerer Odball - Weaponsmith --------------------------------------- http://lightsend.freeforums.org/index.php Last edited by Odball-1 : 04-19-2007 at 06:23 PM. |
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