Charm Hand-in Prices

What about a token system like NP faction? Can even use the same in game icon.

NPC Token Merchant takes 1p to get Copper token (stackable), 10p for a Silver Token, 100p for a Gold Token, and 1000p for a Platinum Token(64 stacks would come to 1,280,000 plat). All tokens are no drop and unable to be traded in for plat, ONLY charms. A seperate NPC could be made for turning in small tokens for large (10 coppers for 1 silver etc)

Running through the conversation let's you pick which charm you are talking about and then the NPC asks for X # of appropiate tokens. You hand him your tokens and get your charm.

On turn in, you then get back your tokens and are able to go through the speech with the NPC to shop for a new charm.


End result is that the plat is permanently removed as intended and there is no longer a need to lose a % of the plat invested in your charm. Weight issues can also be dodged with this by making tokens weightless. Fame points could be turned in for Charm Tokens?(can already be turned in for plat) Event rewards could also include Charm Tokens?

Just an idea.
 
Where would you put these 64 stacks of coins?..............

EDIT: also, you could only turn in 4 stacks at a time... so how would that work out?
 
8, 8 slot bags would take 64 stacks.... But I can see the difficulty there, maybe add a higher coin to lessen that problem. Bank space is tight enough already.

As for turning in 4 at a time, NPCs track the shitload of tokens you turn in for faction. Could be similar to that? Hell for that matter, maybe you could turn them in any time VS saving them in your bank?
 
Danku said:
As for turning in 4 at a time, NPCs track the shitload of tokens you turn in for faction. Could be similar to that? Hell for that matter, maybe you could turn them in any time VS saving them in your bank?

I would assume the rewards from this is based on faction rather than # of tokens turned in
 
However they could code it to make it work. Losing your % plat now when you upgrade does basically increase the prices you are paying. Just trying to come up with an idea to change that.
 
Hmm, I like the idea and I don't think it should be too tricky to code either.... I am thinking here that possibly making the Vendor into a Faction Based turn in system (Where the faction booster is plat and you can accumlate the amount "Faction" And get a list of charms you can buy with your current funds). This is of course if faction is basied on a number system, which I believe it is. So 1 plat = 1 faction, and if you make it so the charm vendor is unable to be affected by faction spells/songs/effects (Bard AA) As I believe it already is (except to the last one). This allowing you to dump your plat into it and eventually get something out of it without having plat getting put back into the economy.

For returns you'd just trade the charm to the charm vendor and it would return the given amount in faction points (Which could be called Charm Points)

(Since LDoN is implemented into this game I believe the quest point system should be in the client as well so that is an alterntive with the same sort of turn in basis.)

So the interaction would be something like this:

Joe has 3000 pp on him, and decides he wants to donate towards his charm
Joe trades in 3000 pp to Charm vendor
Charm Vendors tells you, 'Thank you, you currently have 3000 Charm points you can put towards buying any of my stock'
Joe says, 'Hail, Charm Vendor'
Charm Vendor 'Hello, Joe. Your balance is currently 3000 Charm Points. Are you interested in buying a charm? Here is a list of my wares'
<Charm link> - <Point Cost>
<Charm link> - <Point Cost>
Etc...

Well thats my idea, anyone have any suggestions let me know. Hopefully you guys like it.
 
What is so wrong with having it as a quest system?

How many people honestly DOWNGRADE their charm? What advantage do these "charm points" have over a simple turn in quest other than making the staff code a whole new system rather than add a few quests?

I'm no quest designer, but I would assume adding a few turn-in quests is far easier than adding a charm points system or messing with the LDoN point system that they probably have never thought to use (assuming, obv).

I will assume that each turn-in is considered a separate quest and calculate how many need to be implemented post-balance charm.

Balance + 152p = Guardian
Guardian = Sight
Sight = Guardian
Guardian + 3774 = Eagle Eye
Sight + 3774 = Eagle Eye
Eagle Eye = Assassin
Assassin = Eagle Eye
Eagle Eye + 29763 = Tarhyl
Assassin + 29763 = Tarhyl
Tarhyl = Shojar
Shojar = Shiritri
Shiritri = Sihala
Sihala = Tarhyl
Tarhyl + 28710 = Trueshot
Shojar + 28710 = Trueshot
Shiritri + 28710 = Trueshot
Sihala + 28710 = Trueshot
Trueshot = Nemesis
Nemesis = Trueshot
Trueshot + 35154 = Barrier
Assassin + 35154 = Barrier
Barrier = Energy
Energy = Barrier
Barrier + 111321 = Juggo
Energy + 111321 = Juggo
Juggo = Genocide
Genocide = Protection
Protection = Juggo
Juggo + 316386 = Eternal
Genocide + 316386 = Eternal
Protection + 316386 = Eternal
Eternal + 632772 = Supreme Magic
Supreme Magic = Supreme Valor
Supreme Valor = Supreme Magic

Every time you exchange a charm for another on it's tier, the NPC tells you how much plat you need to hand in as well for the next tier. Any single charm tiers need a quest which returns the single charm and tells the person how much plat they need for the next tier. This only adds 2 quests. 36 total quests.

If you want to make it so you can progress from the lowest charm to the highest, this adds 9 turn-ins + plat and 9 price check turn-ins
 
iaeolan said:
Balance + 152p = Guardian
Guardian = Sight
Sight = Guardian
Guardian + 3774 = Eagle Eye
Sight + 3774 = Eagle Eye
Eagle Eye = Assassin
Assassin = Eagle Eye
Eagle Eye + 29763 = Tarhyl
Assassin + 29763 = Tarhyl
Tarhyl = Shojar
Shojar = Shiritri
Shiritri = Sihala
Sihala = Tarhyl
Tarhyl + 28710 = Trueshot
Shojar + 28710 = Trueshot
Shiritri + 28710 = Trueshot
Sihala + 28710 = Trueshot
Trueshot = Nemesis
Nemesis = Trueshot
Trueshot + 35154 = Barrier
Assassin + 35154 = Barrier
Barrier = Energy
Energy = Barrier
Barrier + 111321 = Juggo
Energy + 111321 = Juggo
Juggo = Genocide
Genocide = Protection
Protection = Juggo
Juggo + 316386 = Eternal
Genocide + 316386 = Eternal
Protection + 316386 = Eternal
Eternal + 632772 = Supreme Magic
Supreme Magic = Supreme Valor
Supreme Valor = Supreme Magic

proof that if you let a bard speak long enough, he'll eventually say something worth while.
 
I think some superb ideas thrown out here =)

Of course, if the plat penalty was actually a stealth nerf to intentionally suck more active plat out then nothing would change.
 
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