I'll try to explain as best as i can this system i've been thinking for years.
Firstly, i read the SoD 2.0 topic, so i know game designers and game masters have a lot of work now. But i believe this sytem is suitable to the game changes.
The main change i propose is introducing DROP CHARGES every item in SoD, it means that anytime you trade an item this one loses one of those drop charges. It should work same as charge effects on items. Besides there would be much more No Drop items dropped by mobs and as reweard of a quest.
This measure will make players to get almost every items by themselves, limit twinking & powerlevel, and you could boost on better itemization at low-mid levels so as the quests / mobs don't give enought good items they don't need to buy that good stuff needed from others player. Moreover it helps Tradeskills: Tradeskilled items would have 1 drop charge, so the item will turn to No Drop when traded from the artisan to the customer.
Main effects of this system:
- Commerce and Economy: This is the main objective of the system. I played EqLive for years and i experienced that price on items fell, although it was normal because new expansion items were better than the older ones and the price on these uses to fall, but there is another and much more important circumstance that made items price to fall: excesive number of items of the same kind in the server, when there are more ''sword of blabla'' around the price falls down so Low-Med lvl are able to buy a high-lvl item.
Anyways im not talking about making all the items no drop, because there wouldn't be any commerce and it's one of the best point of a mmorpg and lots of players like it. To balance commerce it's needed to introduce the Drop Charges system because a lot of items will stay as drop-able, but if a good drop-able item has drop charges it would not lose any value because when anyone buy it, or its traded 2 times in a case of 2 charges, it will turn no drop.
Another important effect is on tradeskills. Tradeskilled items wouldn't lose value too because when someone buys them they turn no drop, so they can't sell them to another player and recover the money, there wouldn't be excess of ''wyvernhide armor'' for example so the price on that items will be similar to their real value. It will make tradeskills a good way to get money instead of what it uses to be.
''Ok, now i can get the suitable price when i sell a tradeskilled item, supplies ..etc but what can i do with the money if most of droped items are no drop??'' There should still be a lot of drop-able items with drop charges (1,2 or 3 max).
''Ok but i used to spend money buying better items not only because i could afford it just because they were better than what i could loot from my lvl mobs''. Mobs and quests should give more and better items so you don't necessary need to buy your equipment from players, you still will be able to buy good items but you will get nice ones while questing and exping.
- Players and progression: Now Characters will progress getting the items by their own, questing or grouping in a dungeon. Items could have bonus efects at low levels (especially recovery because recovering heal being a no-healer class is a pain). Introducing more ''good'' items from regular mobs and quest will avoid low and med lvl people the need of buying good stuff from other players. Casual players will progress by doing quests, solo exping outdoors or grouping at dungeons and they will get their equipment as they do that, hardcore players could group 24/7 and do harder dungeons/adepts/quest to get ''the best'' equipment.
As i said it should stop twinking too, because this system + required lvl on items will make very hard to twink a character, although there would still be drop-able items they have drop charge so they never get ''cheap''.
Ok that's all, i you like it or it helps you building that 2.0 system. I have to emphazise the Drop Charge thing, this is the point of my idea but i don't now if you can materially introduce it in the game, i hope you can. The other thing of making more no drop items is a blunt measure that only will work if it's enclosed to more and better quality itemization.
Thanks for your attention :toot:.
Firstly, i read the SoD 2.0 topic, so i know game designers and game masters have a lot of work now. But i believe this sytem is suitable to the game changes.
The main change i propose is introducing DROP CHARGES every item in SoD, it means that anytime you trade an item this one loses one of those drop charges. It should work same as charge effects on items. Besides there would be much more No Drop items dropped by mobs and as reweard of a quest.
This measure will make players to get almost every items by themselves, limit twinking & powerlevel, and you could boost on better itemization at low-mid levels so as the quests / mobs don't give enought good items they don't need to buy that good stuff needed from others player. Moreover it helps Tradeskills: Tradeskilled items would have 1 drop charge, so the item will turn to No Drop when traded from the artisan to the customer.
Main effects of this system:
- Commerce and Economy: This is the main objective of the system. I played EqLive for years and i experienced that price on items fell, although it was normal because new expansion items were better than the older ones and the price on these uses to fall, but there is another and much more important circumstance that made items price to fall: excesive number of items of the same kind in the server, when there are more ''sword of blabla'' around the price falls down so Low-Med lvl are able to buy a high-lvl item.
Anyways im not talking about making all the items no drop, because there wouldn't be any commerce and it's one of the best point of a mmorpg and lots of players like it. To balance commerce it's needed to introduce the Drop Charges system because a lot of items will stay as drop-able, but if a good drop-able item has drop charges it would not lose any value because when anyone buy it, or its traded 2 times in a case of 2 charges, it will turn no drop.
Another important effect is on tradeskills. Tradeskilled items wouldn't lose value too because when someone buys them they turn no drop, so they can't sell them to another player and recover the money, there wouldn't be excess of ''wyvernhide armor'' for example so the price on that items will be similar to their real value. It will make tradeskills a good way to get money instead of what it uses to be.
''Ok, now i can get the suitable price when i sell a tradeskilled item, supplies ..etc but what can i do with the money if most of droped items are no drop??'' There should still be a lot of drop-able items with drop charges (1,2 or 3 max).
''Ok but i used to spend money buying better items not only because i could afford it just because they were better than what i could loot from my lvl mobs''. Mobs and quests should give more and better items so you don't necessary need to buy your equipment from players, you still will be able to buy good items but you will get nice ones while questing and exping.
- Players and progression: Now Characters will progress getting the items by their own, questing or grouping in a dungeon. Items could have bonus efects at low levels (especially recovery because recovering heal being a no-healer class is a pain). Introducing more ''good'' items from regular mobs and quest will avoid low and med lvl people the need of buying good stuff from other players. Casual players will progress by doing quests, solo exping outdoors or grouping at dungeons and they will get their equipment as they do that, hardcore players could group 24/7 and do harder dungeons/adepts/quest to get ''the best'' equipment.
As i said it should stop twinking too, because this system + required lvl on items will make very hard to twink a character, although there would still be drop-able items they have drop charge so they never get ''cheap''.
Ok that's all, i you like it or it helps you building that 2.0 system. I have to emphazise the Drop Charge thing, this is the point of my idea but i don't now if you can materially introduce it in the game, i hope you can. The other thing of making more no drop items is a blunt measure that only will work if it's enclosed to more and better quality itemization.
Thanks for your attention :toot:.