AoiMasamune
Dalayan Beginner
Warning: SMALL BOOK TO FOLLOW!
Ok, I brought this up in-game tonight and the results of our very unprofessional analysis yielded some interesting results. That said, I'm gonna post an amendment/mutilation of your original idea, Wiz.
One more thing, a lot of this will only make sense if you look at the game as if every 6-10 levels is all there is. So for newbies, level 10 is High end, if your level 21 level 30 gear is high end. Also, this is a very strict system that eliminates a lot of twinking and that is kind of harsh. You're most definately not going to use this idea as-is, but maybe it'll spark some creative ideas in the admin-mod team.
First: (System Changes step)
All equipables EXCEPT Tradeskilled items get labeled as "no-drop".
All gear INCLUDING Tradeskilled gear gets a recommended level, and required level is eliminated entirely.
Vendors can now buy "no-drop" items.
All Quest items are labeled as "no-drop" and "no-sell" meaning vendors will not buy them.
Eliminate the use of placeholders for named mobs. Eliminate multi-day spawns. 2 Hour spawn time max and only for end-game named spawns with the highest tier equipment.
Make all rare drops, common. NOT guaranteed, just common.
Second: (Big Zone Revamp step)
Divide player levels into Tiers of every 8 levels.
Build a set of rules that tells how powerful a single piece of gear should be for any given Tier.
(eg. Stats = 1 point for 1 stat point. Hp/Mana = 1 point for every 10 hps/mps. Item Tier = total points divided by 10 and truncated.)
Assign each zone a specific Tier which is in direct relation to the levels of the players intended to be grouping or soloing there. This could be decided based on how far each zone is from an area containing an MoP portal for fluid increasing of difficulty.
Rework the items on the drop tables of each mob to reflect the new Tier assigned to the area. At this point, recommended levels on all items should be the equal to the lowest level in the Tier level range decided earlier.
Expand drop tables for all named mobs to include more equipment and add more named spawns to every zone. Effectively doubling the number of items in the game right now without adding zones.
Finally, strategically place aggresive mobs near the nameds to require a group and eliminate soloing of nameds (not in all cases, for instance, soloable nameds could have items with stats at a lower tier than the rest of the zone, but with a zone-tier equivalent recommended level. This way both solo play, and group play are doable, but group play is more rewarding, which has always been a tenet of EQ.)
Raid mobs can be added that require two groups working in conjunction. Raid level dropped gear is set at a higher Tier but with a Zone-Tier equivalent recommended level.
Test to make sure that every named is killable by a single group equipped with appropriate Tier gear.
Third: (Economy Balancing step)
Expand the tradeskillable equipment list and increase the drop rate of all tradeskill reagents across the board. Tradeskilled gear will become the only way to effectively equip 'Twinks' and as such will be overwhelmingly popular.
Review all Tradeskilled gear to make sure that they fall firmly into into one of the before decided Tiers. Adjust Tradeskilled gear so that each recommended level is set to the the Item Tier - 1. This assuring that Tradeskilled gear will always have a slight edge over dropped gear unless that dropped gear is Raid Level.
Ensure that all dropped reagents drop in areas where the Zone Tier = Item Tier - 2. This encourages reagent farming and ensures a steady supply of available reagents to Tradeskillers.
Double the difficulty to raise most Tradeskills, while eliminating most of the vendor-bought regeants and allocating them to appropriate Tiered zones.
Set the sell-to-vendor price for dropped equipment like so: (Plat Gained = Tier-of-zone-where-item-dropped * 1 to 20 PP) Use 1 PP for easily solo-able nameds, and 20 for raid equivalent nameds. This will encourage people to farm the highest level area the are capable of farming, and grouping is still the best way to go because income increases exponentially with the Tier of the area you are hunting in.
Final Thoughts:
Tradeskilled gear will balance it's own cost according to how much it costs to get players to farm their reagents vs how much they can get people to pay for items they make. As the Tradeskillers try their hardest to make a profit or at least hit the break-even line, they will be undercut by characters selling older gear, which will cause Tradeskillers to drop out of the running and decrease supply until demand reestablishes itself via characters selling old Tradeskilled items to vendors because they can't find buyers.
Market flooding should only occur at End-game Tier levels as that is where the most money is going to be made, and the recommended levels prevent End-game Characters from buying end-game gear for low levels.
HOWEVER, if they want to spend the platinum and buy a whole new set of Tier-Appropriate gear as their twinks advance, then they can do so, and they will still have an edge over other characters, but only buy a single Tier or so.
Besides, the rate at which items are coming into the game goes haywire in this system, camping is all but extinct, and time played is well and truly rewarded regardless of level of play.
The original EQ economy was based around the idea of rewarded characters at specific time intervals to keep them playing as long as possible. Because this game is free, that system can and arguably should be eliminated, so I support any change to bring the economy and flow of game into a more natural balance. This system would supply a series of rewards at regular intervals that would allow the player to consistently live that giddy, "Wow this item is cool" feeling.
For players with existing items, you can either bring them into balance for the tier where they will drop and hope the players meet the minimum level, or you can just copy the existing database into a new section, where the original items with their ItemID are now changed to no drop, but stats and recommended levels are untouched, then adjust the new copy with fresh ItemIDs to be the only thing to drop from patch time forward.
Alternatively, you could just not make all the equipables no-drop, but implement everything else and the economy would self balance. However flooding and inflation would still be a problem.
Well, there it is folks, don't flame me too hard. They're just ideas.
However, for anyone that doesn't want to kill me now, I'd like to know what you think.
WHEW...
Ok, I brought this up in-game tonight and the results of our very unprofessional analysis yielded some interesting results. That said, I'm gonna post an amendment/mutilation of your original idea, Wiz.
One more thing, a lot of this will only make sense if you look at the game as if every 6-10 levels is all there is. So for newbies, level 10 is High end, if your level 21 level 30 gear is high end. Also, this is a very strict system that eliminates a lot of twinking and that is kind of harsh. You're most definately not going to use this idea as-is, but maybe it'll spark some creative ideas in the admin-mod team.
First: (System Changes step)
All equipables EXCEPT Tradeskilled items get labeled as "no-drop".
All gear INCLUDING Tradeskilled gear gets a recommended level, and required level is eliminated entirely.
Vendors can now buy "no-drop" items.
All Quest items are labeled as "no-drop" and "no-sell" meaning vendors will not buy them.
Eliminate the use of placeholders for named mobs. Eliminate multi-day spawns. 2 Hour spawn time max and only for end-game named spawns with the highest tier equipment.
Make all rare drops, common. NOT guaranteed, just common.
Second: (Big Zone Revamp step)
Divide player levels into Tiers of every 8 levels.
Build a set of rules that tells how powerful a single piece of gear should be for any given Tier.
(eg. Stats = 1 point for 1 stat point. Hp/Mana = 1 point for every 10 hps/mps. Item Tier = total points divided by 10 and truncated.)
Assign each zone a specific Tier which is in direct relation to the levels of the players intended to be grouping or soloing there. This could be decided based on how far each zone is from an area containing an MoP portal for fluid increasing of difficulty.
Rework the items on the drop tables of each mob to reflect the new Tier assigned to the area. At this point, recommended levels on all items should be the equal to the lowest level in the Tier level range decided earlier.
Expand drop tables for all named mobs to include more equipment and add more named spawns to every zone. Effectively doubling the number of items in the game right now without adding zones.
Finally, strategically place aggresive mobs near the nameds to require a group and eliminate soloing of nameds (not in all cases, for instance, soloable nameds could have items with stats at a lower tier than the rest of the zone, but with a zone-tier equivalent recommended level. This way both solo play, and group play are doable, but group play is more rewarding, which has always been a tenet of EQ.)
Raid mobs can be added that require two groups working in conjunction. Raid level dropped gear is set at a higher Tier but with a Zone-Tier equivalent recommended level.
Test to make sure that every named is killable by a single group equipped with appropriate Tier gear.
Third: (Economy Balancing step)
Expand the tradeskillable equipment list and increase the drop rate of all tradeskill reagents across the board. Tradeskilled gear will become the only way to effectively equip 'Twinks' and as such will be overwhelmingly popular.
Review all Tradeskilled gear to make sure that they fall firmly into into one of the before decided Tiers. Adjust Tradeskilled gear so that each recommended level is set to the the Item Tier - 1. This assuring that Tradeskilled gear will always have a slight edge over dropped gear unless that dropped gear is Raid Level.
Ensure that all dropped reagents drop in areas where the Zone Tier = Item Tier - 2. This encourages reagent farming and ensures a steady supply of available reagents to Tradeskillers.
Double the difficulty to raise most Tradeskills, while eliminating most of the vendor-bought regeants and allocating them to appropriate Tiered zones.
Set the sell-to-vendor price for dropped equipment like so: (Plat Gained = Tier-of-zone-where-item-dropped * 1 to 20 PP) Use 1 PP for easily solo-able nameds, and 20 for raid equivalent nameds. This will encourage people to farm the highest level area the are capable of farming, and grouping is still the best way to go because income increases exponentially with the Tier of the area you are hunting in.
Final Thoughts:
Tradeskilled gear will balance it's own cost according to how much it costs to get players to farm their reagents vs how much they can get people to pay for items they make. As the Tradeskillers try their hardest to make a profit or at least hit the break-even line, they will be undercut by characters selling older gear, which will cause Tradeskillers to drop out of the running and decrease supply until demand reestablishes itself via characters selling old Tradeskilled items to vendors because they can't find buyers.
Market flooding should only occur at End-game Tier levels as that is where the most money is going to be made, and the recommended levels prevent End-game Characters from buying end-game gear for low levels.
HOWEVER, if they want to spend the platinum and buy a whole new set of Tier-Appropriate gear as their twinks advance, then they can do so, and they will still have an edge over other characters, but only buy a single Tier or so.
Besides, the rate at which items are coming into the game goes haywire in this system, camping is all but extinct, and time played is well and truly rewarded regardless of level of play.
The original EQ economy was based around the idea of rewarded characters at specific time intervals to keep them playing as long as possible. Because this game is free, that system can and arguably should be eliminated, so I support any change to bring the economy and flow of game into a more natural balance. This system would supply a series of rewards at regular intervals that would allow the player to consistently live that giddy, "Wow this item is cool" feeling.
For players with existing items, you can either bring them into balance for the tier where they will drop and hope the players meet the minimum level, or you can just copy the existing database into a new section, where the original items with their ItemID are now changed to no drop, but stats and recommended levels are untouched, then adjust the new copy with fresh ItemIDs to be the only thing to drop from patch time forward.
Alternatively, you could just not make all the equipables no-drop, but implement everything else and the economy would self balance. However flooding and inflation would still be a problem.
Well, there it is folks, don't flame me too hard. They're just ideas.
However, for anyone that doesn't want to kill me now, I'd like to know what you think.
WHEW...