In my constant busy-body-ness and studying of game-design stuff, I’ve stumbled across a ridiculous and somewhat attractive idea that, like my many others, I have minimal attachment to. I am sharing it with you not because I think it should be implemented point by point, but to inspire smaller, less ambitious changes that might tackle problems or change the game for the better in the same ways.
In summary, this change upgrades the way the EQ system in FL works and tackles the end-game content problem.
The Idea
I will present the idea in an ‘in-character’, illustrative framework, which should make it more fun to figure out.
Guilds provide an outfit to those heroes that work for them. This outfit is acquired and upgraded over a very long career, and no character will likely ever fully upgrade their Guild Outfit. Guilds offer two new point-currency types which are Outfit Talents and Upgrade Talents which are gotten in a multitude of ways.
Say hello to Bob, who is a Warrior. Bob will not earn Upgrade Talents (UT) from his guild until after he hits level 50. He will, however, earn a small amount of Outfit Talents (OT) until he is level 50, when he will earn more, and he can earn them as he levels up. OT, as he knows, can be used at any time to buy the standardized guild-gear from his Guildmasters.
Bob hits level 40. He’s been ranking for a while, and has 10 OT sitting in his wallet. This is enough to buy the item provided by the Warrior Guild, which is the Brass Lantern with a Spiked Casing. It will appear in his EQ list as a darker gray color when he’s looked at.
Bob reaches level 50. Now he can begin to earn UT, which upgrade those things which guilds provide forever, without increasing their OT costs. Since Bob thinks very linearly, he decides to upgrade his guild item first. It makes the Brass Lantern with a Spiked Casing give him 10 HP. His item is now Level 2. If he drops it and sacrifices it, and buys a new one, it will still be that Level 2 that he upgraded it to. Let us pretend that every item has 15 levels.
Much later down the road, Bob RPs well and is rewarded an amount of UT which lets him level his to level 3, which makes it give him 20 Movement as well as 10 HP. These buffs stack up over many days and weeks of play, if he decides to invest in that lantern, until the Lantern is giving him 3 Hitroll, 4 Damroll, and other obscenely good buffs. Bob notices that each level costs an exponentially larger amount of UT to gain, however. If Bob saves and invests all his UT into that , he will never have enough UT to sample the benefits of a high level chest piece, or maybe that cool crossbow Warriors get. He must either play his character for months or years to see it all, play multiple characters and try something different with each (which is essentially the same thing), or focus all his UT into one item to get it to 15 to see just how amazingly good that final level is.
Bob notices that as his character gets older, he is earning small amounts of UT passively, even when he’s not online.
Bob begins to PK, and proves to be quite good at it. He now wishes he’d upgraded the Warrior Guild Sword or Whip or something to see what those did. When he kills other players, he gets a UT reward. When Bob dies and his gear is destroyed by his enemy, all he has to do is spend OT to get back gear, and he doesn’t lose OT when he dies. But wait! He’s only allowed to hold a certain amount of OT! By killing mobs and ‘smelting’ items that are worn (yielding a certain amount of OT based on their item levels perhaps), he can earn OT rather quickly. If he fills his OT wallet to full, he can get one weapon and all the rest of his guild gear. Maybe he’ll do better this time in PK, but if he doesn’t, he can’t keep coming back quickly without restocking OT.
Bob tries to smelt a Rare one day only to discover that it isn’t 20 hours old yet (since the time he received it), and nothing happens. He waits 20 hours, smelts the Rare, and gets a nice chunk of UT along with the OT. Bob realizes that this is probably the best way to upgrade guild gear. But wait! That Rare he tried to smelt was a Ring of Accuracy! A pretty decent item, difficult to get as well, and alone, doesn’t offer enough UT to compensate in the form of an upgrade to his Warrior guild ring. He’ll have to work on this gradually, it seems.
How it Changes the Game
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Removes life-insurance.
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Players are always ‘leveling something up’.
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The older characters are, the scarier they are in character and out.
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Gives imms another conduit in which to reward players.
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Changes the context in which worn Rares are valued.
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Makes it easy for newbies to contribute even if they don’t know how to gear up.
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Adds more customization to character building (could be bad).
Gives veteran players something new to explore.
In the system where Rares are smelted for UT, their ‘mature timer’ starts when the player first gets them in their inventory. That timer resets if they drop the item on the ground and pick it back up. A player must wear or hold on to a rare for 20 hours before he can smelt it, which prevents him from piling rares up in Gaulorium, dropping them before every worldshift/logout, and UT-ing them all at once. It prevents players from smelting Rares that are freshly looted off of a corpse, and slightly reduces full-sacs. Essentially, the timer is a ‘faucet control’, preventing massive power-gaming and keeps gain at a consistent growth-rate for every character. Rare repopulation timers that are already in the game would create a UT flow cap as well.
Consumables would never be guild-provided. No guild ammo, no guild shrouds, no guild pills. Players could smelt requested items too, since the cap isn’t on the method of acquiring the item, but on how many you can hold on to at once and how well you protect them.
That's about all I'd need to say. Please add, subtract, discuss, mock, or what-have-you. ![]()
