So it's obvious that many of you have very passionate views about the rare counts and all around availability of items. I am greatly saddened how the previous thread turned out, because I enjoy hearing opinions. This game is supported by (server and forum fees paid with donations) by the players, and staffed by players. So I think a lot of players aren't aware how much weight their words hold in the eyes of the staff. Lets get some ideas out, and see if we can find a solution that is agreeable. Fair warning, if this thread turns into the last...and by that I mean any form of name calling, negative remarks twords players or staff, it will be removed and I will let @Ithric come up with a solution that pisses all of us off. Good luck, and lets see what you've got.
Pinned Rare Counts
Personally i would just like to see more changes similar to what was done to the eog, spider slipers, undeath earrings etc.
How about touch up some of the other high level gear areas. Interaction and pk sub 50 has diminished, so why not push some of the 40 to 50 gear to 50 quality.
@Kyzarius We have a running thread on the IMM forums of items that are in need of a touch up. If you have any you want to bring to our attention, feel free to let us know. I'm of the mind that interaction and pk sub 50 has dropped drastically due to the EXP and Training boost that was put in. When you can rank to 50 in one day, it kind of kills off any reason to hang around at lower levels unless you are a qclass/qrace applicant. -Zoichan
So, more mid-40s gear?
I can get behind that. The gap between 40 and 50 equipment is pretty sizable, it can be a struggle to get equipment without investing a ton of time and risking a lot.
I could just be bad at finding them, but more options for lightweight pants. Also because of monk/blm weight restrictions, I'd like to see less alignment restrictions on what is already a smaller pool of gear (for most/all slots).
10 hours ago, Lloth said:
So, more mid-40s gear?
I think he actually meant "reworking useless gear that's already around".
Like, for example: ancient gauntlets in the tainted valley, the tentacle flail on the karakken, the black crystal leggings on Hakeashar, the rod domination, just to mention few.
We desperately need more high end gloves options to compete with the powerfists and the options for mages are even more limited, considering they don't even have a high end options (evil mages that is, neutrals and goodies have the flaming gauntlets).
@f0xx It is hard to compete with the flaming gauntlets, I'll concede that. 40 HP is huge. We put in some other gloves in the Asylum that are 'comparable.'
You say 'Object 'surgeons surgeon's gloves' is type armor,
material cloth.'
You say 'Extra flags: burnproof STAINED.'
You say 'Weight is 0, value is 3, level is 50, Timer: 0.'
You say 'Armor class is 10 pierce, 10 bash, 10 slash, and 10 vs. magic.'
You say 'Affects hitgain by 5.'
You say 'Affects heal by 3.'
You say 'Affects cure critical by 3.'
You say 'Affects hp by 25.'
You say 'Rare item.'
These are also a pretty decent non rare alliterative for a moderate or someone who can't get there hands on something better.
You say 'Object 'black silk evening gloves' is type armor,
material silk.'
You say 'Extra flags: none.'
You say 'Weight is 1.5, value is 6, level is 30, Timer: 0.'
You say 'Armor class is 10 pierce, 10 bash, 10 slash, and 8 vs. magic.'
You say 'Affects mana by 15.'
You say 'Affects hp by 15.'
You say 'Affects int by 2.'
You say 'Affects wis by 2.'
You say 'Affects ac by -10.'
You say 'Affects managain by 2.'
-Zoichan
23 minutes ago, f0xx said:
I think he actually meant "reworking useless gear that's already around".
Like, for example: ancient gauntlets in the tainted valley, the tentacle flail on the karakken, the black crystal leggings on Hakeashar, the rod domination, just to mention few.
We desperately need more high end gloves options to compete with the powerfists and the options for mages are even more limited, considering they don't even have a high end options (evil mages that is, neutrals and goodies have the flaming gauntlets).
This for the most part.
Now, just to clarify a little more. I am not in the camp that thinks we need more powerfists. Or different versions of mournblade running around. I thi k that stuff should remain as rare as ever. I jist believe we could throw a little more of the end game competitive gear into the mix by reworking some of the currently obsolete high level items like foxx mentioned.
People level today in newbie gear. I pinned one char the other day with apprentice cloaks. Take that 40 to 50 range stuff, bump the stats to 50. Heck even harden up the mobs a little. And let that be more filler for pk competitve stuff.
In the other post I was going to say that classes that rely on polearms most will find that there high tier options are quite limited against the classes they'd utilize polearms most.
The classes that rely on polarms the most are Paladins, DK's, Blademasters, Zerks.
Classes they'd use them against the most are battlemages, giant/ogre warriors/rangers, and each other.
Against these matchups, high -end polearms need to be mundane and made norem in some shape or form of they're nearly useless.
We have carpenter hammer (mundane) (too heavy)
Hellsfury (mundane) (kinda heavy)
Voulge (glaring downside) (too heavy)
Steelfeather (one handed) (strange damage noun if the weapon is allowed good/neutral don't rememer)
Blazing Bardiche (class restricted) (low avg dmg)
Withering Scythe (strange damage noun imo) (aren't undeads immune to life drain? Never saw how good aligns would want to use lifedrain) This weapon is the best choice for most of the race/class combo's mentioned above. Due to this they will not be able to wield there full might against the classes that can wield there full might against them.
But I always thought this was by design? thus encouraging players to go Knight E or Nexus V.
Some possible suggestions would be to make the Hellsfury magical. Make Steelfeather two handed, change damage noun. Withering Scythe, change damage noun. Maybe create a new polearm in Guarlorium that does mental damage but can always be disarmed/destroyed. ;) Maybe give a medium tier polearm like the barbed pike bloodloss or poison. Can we make a bloodloss socket? These ogres and bmgs shouldn't have it so easy.
I am curious, is the polearm ftom the pit sub par or something?
On 8/1/2016 at 6:39 PM, tassinvegeta said:
Some possible suggestions would be to make the Hellsfury magical.
Doesn't fire-opals from asylum give magic(al) flags to weapons? Perhaps I'm confused AF about that, but I always thought with fire-opal you could make Hellsfury magical and by removing it - mundane.
I'm drunk.
On 8/4/2016 at 11:52 AM, hotspring monkey said:
I'm drunk.
We're shocked.
On 8/1/2016 at 3:53 AM, Zoichan said:
So it's obvious that many of you have very passionate views about the rare counts and all around availability of items. I am greatly saddened how the previous thread turned out, because I enjoy hearing opinions. This game is supported by (server and forum fees paid with donations) by the players, and staffed by players. So I think a lot of players aren't aware how much weight their words hold in the eyes of the staff. Lets get some ideas out, and see if we can find a solution that is agreeable. Fair warning, if this thread turns into the last...and by that I mean any form of name calling, negative remarks twords players or staff, it will be removed and I will let @Ithric come up with a solution that pisses all of us off. Good luck, and lets see what you've got.
@Zoichan @Anume @Kyzarius
On this note. I've just come back with a 50 and located a few things. Some of the rarest items were just lying around and its what mid month? For example I located all of this about 24 hours ago:
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Crown of might
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Helm of Spell turning (thats rare as hell to see around these days)
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Worn sleeves
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Slimy boots
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Banner in winter
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Tentacle Leggings were in (can't locate em)
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Tiamat's leggings and scale were in
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Glass bracelet was in
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Staff of nature spirits was in (not that anyone uses it really).
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Cufflinks
Not to mention a bunch of other stuff, but I'm not starting an EQ list here.
etc - we're talking about a good set of standard rares. Picking up basic sand bouncing up quality you could put together a decent suit in 2-3 sessions... I don't get the issue? Sure you're not all running around in Adeptus... But thats the point?
How is this for an idea in rare circulation:
**Is there way we can attach a timer that calculates the time since last death to the number of rares lost? The minimum count is 3 rares right? **
**So what if we say
10 hours 3 rares (for 90% of the pbase this will be business as usual) ** **=10+ but >20 hours = 5 rares
=20+ but >30 hours = 7 rares
=30+ hours = 10 rares
BUT WAIT YOU CRY! I DONT WANT MY HARD EARNED WARES EVAPORATING FROM TRICK'S CHAR'S CORPSE! **
**We could add a timer that would allow the rares to stay in the corpse for 10 in game hours before being tagged for evaporation? That way someone can loot what they want and then the uber strong person gets punished. **
OH NO. I'VE JUST LOST SOOO MANY RARES!!
**Yeah and? You've literally just been given 10 hours of entertainment looking for new armor. Taking other newbs on trips etc and actually doing something worthwhile with your time other then sitting around the mud waiting for someone to stomp on.
**
Also this is just an idea and probably not executed very elegantly but the bones are there.
My 2c, as always, remains free.
You're suggesting we punish players for doing well?
Honestly your post suggests what I believed all along, that there is no real need to drastically change anything.
Your timer idea, though I think is good intended, does seem to just create a system that punishes people who do well. If I am killing people, and doing well in PK, and am actively RPing, and manage to not die, I shouldn't be penalized when I do finally fall.
What we need to do is give up on trying to create an automated system to manage rares and let players take care of the problems themselves. Let players gang. Stop this 1v1, cry baby ass nonsense. You can't beat someone 1v1? Try 2v1. Can't do it 2v1? Get another person. Numbers and allies in FL means nothing when it comes to PK. The most you get out of it is having someone attack a standard while the other fights the badass. People should be scared when they log on to being outnumbered.
Can I like that comment again? .. I think I'm going to code it so I can like a comment multiple times..
Yesssssssssss!! Like I was trying to tell Ashuga...logging into 5 cabal enemies does not mean the same thing that it used to.
I am not sure we want to get there.
I asked this question multiple times on the other thread but never got a response so I'm still curious, why even have a rare count? Here's my reasoning:
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Some players play enough they can keep rares on characters by playing the minimal amount of hours on alts, thus hoarding rares that would help vs their main.
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Life insurance stops the circulation of rares
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Can't they be made owner only as well?
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Some players just simply don't die, either they're too strong and only a few can kill them. So they avoid those few by logout or see the fight is going south quick and run with no chance of death. With 1v1 restrictions I don't see this problem fixing itself.
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Some classes can hoard without the risk of pk unless they want to: Druids, Healers, Thief/Ninja to an extent since not many rogues are about to even see them.
Maybe I'm wrong but these are just points from a newer perspective that all screw up the rare count rotation system we have in effect. So instead why not just get rid of it and allow more than 1v1 killing? This would allow people to get the gear they want to fight who they want, no more crying about he's decked or whatever. PK would become about skill since always have the ability to arm yourself as well as the other player. Also maybe players wouldn't be so afraid of dying or thieves, more PK, challenge people who usually beat you because you know you can requip. With this method however I'd beef up the NPCs to make it harder to equip, this would encourage more groups and less solo gear grinding which in turn would help noobs like myself to go and see these places that we're told aren't ok to travel in solo but we never get invited to go to. (I've been to winter once to get one item and the yard once since I began playing again)
Now what about the potentially overpowered items with this setup? Remove them from the NPCs who have them and replace them with a weaker item, then turn those around and make them IMM equipment sets. These IMM items will be gifted by gods who feel that a character is deserving, they will be rotdeath however so dying after getting the gift is more a sign that the Immortal is disappointed and has retrieved the item back from you. Each IMM could modify items to match their belief and personality and it would give players something to work towards still.
Just now, f0xx said:
I am not sure we want to get there.
Why?
I've been of this opinion for a long time, but unfortunately, the pbase's opinion normally (usually) outweighs mine. I've always hated the '1 vs 1' PK rule, the '1 v 1' qrace/class rule (.. how often does this translate to an OOC response when you're fighting someone and a qclass intervenes? ALL THE TIME).
Our pbase is way too damn soft. Go somewhere else, and they allow it, and even encourage it.