Item Decay

grehyton

Dalayan Beginner
I have over the past few months noticed that items are becoming more and more common. Just as on live as a server ages a large stockpile of mediocore equipment becomes dead in the marketplace. I was thinking about possible item decay, as an item ages or as it is used it becomes less powerful and eventually will break. To counter this a player could 'smith' the item or take it to a npc smith to have it repaired so it doesnt break.

This might cause alot of the dead stock to age and slowly break, thus leaving the economy and also give a way for players to earn and spend money upkeeping good equipment.

Just a thought.

Thanks
 
Even if this was possible, this would be an absolutely terrible idea.

Why?

1. It isn't needed.
2. It would be incredibly annoying.

I think this has been suggested before and there really is no need. If an item is designed to be easy to get then obviously it will eventually become quite common. Anyway, I really can't see how this would benefit anyone or anything even if it was implemented. It's not going to benefit players, it's not going to benefit the 'economy' and it definately wont benefit those selling such items.

Edit: I remember why this idea might have seemed familiar, it's about as terrible as that character death idea. ;)
 
The commonality of an item means lower prices and that means more players can have access to something. To keep the economy "going" will require new zones and items added on occassion is all. And the staff delivers well on that, I think.
 
The only solution is a server wipe... Just Kidding! :roll:

Ive also noticed the same thing but what can really be done? As people progress through the game the unlock better and better items making the more common ones worth less and at the same time there are more of the common items entering the economy. I really dont think anything could be done... Trivial Loot Code perhaps to stop high levels from wandering through a zone, see a named on track and kill it in 2 nukes.

The solution World of Warcraft had for this was make all armor and weapons Bind on Equip. Meaning once equipped the item would become No Drop. (EQ did this later on too?) There needs to be a constant flow of items from higher level players and a constant flow of lower level people willing to buy thes items. It probably wouldnt work for SoD though as in WoW each monster could drop any random Common or UnCommon loot. SoD would run out of items as everyone would scoop them up as fast as they could. Items dont drop fast or commonly enough in SoD and thus there would be less and less items within the economy causing the opposite of whats happening.. Prices would be Sky High...
Not exactly a great system but will keep the economy alive as long as there are players willing to buy items.

I am against item decay. My point is there are better systems then Item decay. Just imagine how lame it would be every hour someone in your group said "Oh! My sword is almost broken I need to go to newport and find a blacksmith. /disband"
 
It would be bad mmmkk

They did this on the PS2 version of EQ called Frontiers and everybody universally hated it. Almost all the cash you made during xp went to reapair your equipment damage and tanks and melee got the largest chunks of loot to pay for the extra dmg their gear took to the point they had to carry extra suits of armor because their stuff broke so fast including weapons. :eek:
That and a few other things are the primary reason I left that game.
 
Instead of item decay, we're going to give all dropped (and droppable) loot a decent vendor price, so that there's basically a lowest value for how cheap you're going to get an item from another player, as otherwise they'd make more money just vendoring it.
 
Wiz said:
Instead of item decay, we're going to give all dropped (and droppable) loot a decent vendor price, so that there's basically a lowest value for how cheap you're going to get an item from another player, as otherwise they'd make more money just vendoring it.
Awesome news! Hopefully this helps money enter the economy as well :)
 
Wiz said:
Instead of item decay, we're going to give all dropped (and droppable) loot a decent vendor price, so that there's basically a lowest value for how cheap you're going to get an item from another player, as otherwise they'd make more money just vendoring it.

That is Genius. Eventualy the price of an item will drop too low and people will just Vendor the item... less of that item in the economy + more money in the economy will eventualy make the price of that item go back up to the point when it will no longer be more profitable to just Vendor it. Like a never ending cycle of prices on all droppable loot, it will go down until the economy hungers for the item enough (because there are less of that item in the economy because they are all being vendored) that the price will go back up. Brilliant!
 
If you say the vendor buys the item for 70-80% of the item value ( based whit faction and cha)

So if you got a item worth 100pp (based on the marketprice) you get 70 or 80 pp for it off the vendor

But i still think some mobs will be camped 24/7 cause you can instant sell the items to the vendor and the lower lvl ppl
will suffer.

And who will auction a items worth 100 each when you can mass sell em to vendor and hit lets say kaladim and mass slaughter the zone agine.
 
point

Hello,

Good point latten. The fix for camping thus far has been the trivial loot code, this never personally bothered me albeit it does not add to realism, but I dont think that is a big issue on sod.

Thanks
 
On Wiz' proposition... thats a really good idea that I hadn't even thought of. That sounds like a solution to all this higher end loot just getting dropped to newbies for pennies.
 
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