User:GS4ALASTIR/Proposal:Loot Cap: Difference between revisions
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GS4ALASTIR (talk | contribs) (Created page with "__TOC__ ==Generation== <pre{{log2}}> 1. Reduce the selling price at the pawnshop/gemshop/furrier. Silvers generated reduced by 90%. A 10000 silver diamond now sells for 1000 silvers. Rationale: The idea is to compress the numbers to something smaller and more manageable. For any system that relies on value (chrisms), it stays the same, only silvers generated is affected. </pre> <pre{{log2}}> 2. As you progress further and further towards the loot cap, t...") |
GS4ALASTIR (talk | contribs) (→Drain) |
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A 10000 silver diamond now sells for 1000 silvers. |
A 10000 silver diamond now sells for 1000 silvers. |
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Rationale: The idea is to compress the numbers to something smaller and more manageable. |
Rationale: The idea is to compress the numbers to something smaller and more manageable. |
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For any system that relies on value (chrisms), it stays the same only silvers generated is affected. |
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</pre> |
</pre> |
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The (now) 1000 diamond sells for 990,980,970, etc. |
The (now) 1000 diamond sells for 990,980,970, etc. |
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Rationale: The idea is to spread out the silver generation over the entire |
Rationale: The idea is to spread out the silver generation over the entire month. |
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</pre> |
</pre> |
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3. Remove the reduction in gem quality from soft/hard loot cap. |
3. Remove the reduction in gem quality from soft/hard loot cap. |
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Rationale: You should still be able to find high quality/value gems if you're hunting harder/riskier content |
Rationale: You should still be able to find high quality/value gems if you're hunting harder/riskier content. |
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The selling value/silver generation will be reduced by the progressive loot cap reduction in #2. |
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</pre> |
</pre> |
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<pre{{log2}}> |
<pre{{log2}}> |
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4. Reduce the loot cap from 35m to 10m. |
4. Reduce the loot cap from 35m to 10m. |
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Rationale: Smaller numbers, smaller spreads of silver generation between playstyles. |
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Rationale: Smaller numbers, smaller spreads of silver generation between playstyles. |
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</pre> |
</pre> |
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<pre{{log2}}> |
<pre{{log2}}> |
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5. During your weekly Lumnis Bonus, you |
5. During your weekly Lumnis Bonus, you receive a Major Loot Boost while the Lumnis Bonus is active. |
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Rationale: Helps the casual user. |
Rationale: Helps the casual user. Helps to equalize playstyles/times. |
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</pre> |
</pre> |
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6. Standardize loot generation. |
6. Standardize loot generation. |
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Up to level 10 finds gem value/qualities of up to 100 silvers in value. |
Up to level 10 finds gem value/qualities of up to 100 silvers in value. |
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Every 10 levels you unlock |
Every 10 levels you unlock higher quality/value gems. (+100 silvers per 10 levels) |
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Skins now have a set value of 10 silvers per level. |
Skins now have a set value of 10 silvers per level. |
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Separate quality from value, modify skin bounties so that higher quality skins provide more points, and only quality matters. |
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Rationale: Adds value to progression. |
Rationale: Adds value to progression. |
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</pre> |
</pre> |
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<pre{{log2}}> |
<pre{{log2}}> |
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7. Remove silvers from boxes. |
7. Remove silvers from boxes. |
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Rationale: Silvers are part of the "boring" treasure. Replace them with gems. |
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</pre> |
</pre> |
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<pre{{log2}}> |
<pre{{log2}}> |
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1. Orb Purchases |
1. Orb Purchases |
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Allow daily purchase of an account bound green orb for 100k silvers |
Allow daily purchase of an account bound green orb for 100k silvers |
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Allow weekly purchase of an account bound Blue orb for 2.5m |
Allow weekly purchase of an account bound Blue orb for 2.5m |
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<pre{{log2}}> |
<pre{{log2}}> |
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3. Enhancive Reroll |
3. Enhancive Reroll |
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But only if we can choose which specific enhancive line to reroll. If It had 4 enhancives, let me rereroll the 2nd line, or 3rd line, but I choose! |
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But only if we can choose which specific enhancive line to reroll. |
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If there are 4 enhancives, let me reroll the 2nd line, or 3rd line, but I choose! |
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</pre> |
</pre> |
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<pre{{log2}}> |
<pre{{log2}}> |
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4. FixPots |
4. FixPots |
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Sell FixSkills (5m), FixStats (20m, FixProfession (75m), FixRace (75m) and FixName (5m) for silvers. |
Sell FixSkills (5m), FixStats (20m, FixProfession (75m), FixRace (75m) and FixName (5m) for silvers. |
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</pre> |
</pre> |
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<pre{{log2}}> |
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5. Bounty Pawnshop |
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Allow us to sell enhancives to a "Bounty Pawnshop" for bounty points. |
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</pre> |
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<pre{{log2}}> |
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6. Automated Services |
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Sell lightening for 1m per service. |
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Sell deepening for 1m per service. |
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Sell greater than epic deepening for more. |
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Up to 300lbs deepening for yuge amounts of silver. |
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(But make it incremental spend/add) |
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(50m per +10 lbs - above 200lbs) |
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</pre> |
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<pre{{log2}}> |
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7. Customizations |
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Sell alteration scrolls for 10m. |
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Sell feature alteration scrolls for 20m. |
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</pre> |
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<pre{{log2}}> |
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8. Community Silver Sink |
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Introduce a monthly contest where the entire game community donates toward a funding goal. |
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Every X amount of silvers donated provides a monthly % increase of XP. |
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On the 1st of the month, the community silver sink resets. |
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For every 100 million silvers donated, there is a global XP boost of 1%. |
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</pre> |
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==Bounties== |
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<pre{{log2}}> |
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Issue |
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Bounty tasks in places like the [[Hinterwilds]], [[Atoll]], [[Orcswold]], and [[Old Ta'Faendryl]], where there are large areas of overlapping/mixed creature generation, can lead to a frustrating player experience. |
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</pre> |
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=== Cull Tasks: === |
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<pre{{log2}}> |
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* Current Messaging: |
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The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in <creature> activity in the <area> near <town>. We'd like you to cull their numbers a bit for us. Killing 18 of them should do nicely. Report back to me when you are done." |
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* Proposed Messaging: |
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The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in '''monster''' activity in the <area> near <town>. We'd like you to '''thin the number of monsters''' a bit for us. Killing 18 monsters should do nicely, '''killing <creature> will count as double as they have been particularly troublesome'''. Report back to me when you are done." |
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**Instead of being required to track down a specific creature, all creatures in the assigned area are acceptable targets. |
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</pre> |
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=== Dangerous Creature: === |
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<pre{{log2}}> |
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* Current Messaging |
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The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous <creature> has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred in <area>, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory." |
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* Proposed Messaging |
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The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous '''unknown creature''' has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred in <area>, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures in its territory." |
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**Instead of being required to track down a specific creature which will spawn an ancient/grizzled version, all creatures in the assigned area are acceptable targets and may spawn an ancient/grizzled version. |
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</pre> |
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=== Skinning Tasks: === |
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<pre{{log2}}> |
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* Current Messaging |
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<Task person> says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for <#> <skins>. I'll need them all to be of at least <quality>. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of <creature> or purchase them from another adventurer. You can SELL the skins to me as you collect them." |
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* Proposed Messaging |
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<Task person> says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for <#> <skins>. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of <creature> or purchase them from another adventurer. You can SELL the skins to me as you collect them." |
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**Remove quality as a component of the task. |
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**Success rate for skinning is modified to always provide a skin, except for fumbles. |
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**Ranks in Survival and First aid still determine the value and quality of the skin, and higher qualities still provide more bounty points. |
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* Allow skinning tasks to be shared with group members. Group members will have a cull # bounty. |
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</pre> |
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=== Sharing Bounties === |
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<pre{{log2}}> |
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When a bounty is shared, bandits for example, a random number is assigned to each person the bounty is shared with. Instead of assigning a random number, assign the same number to each person the bounty is shared with. |
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</pre> |
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[[Category:Player proposals]] |
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Latest revision as of 19:52, 16 June 2025
Generation
1. Reduce the selling price at the pawnshop/gemshop/furrier.
Silvers generated reduced by 90%.
A 10000 silver diamond now sells for 1000 silvers.
Rationale: The idea is to compress the numbers to something smaller and more manageable.
For any system that relies on value (chrisms), it stays the same only silvers generated is affected.
2. As you progress further and further towards the loot cap, the selling value of items is reduced.
Every 1% towards loot cap reduces selling values by 1%.
The (now) 1000 diamond sells for 990,980,970, etc.
Rationale: The idea is to spread out the silver generation over the entire month.
3. Remove the reduction in gem quality from soft/hard loot cap.
Rationale: You should still be able to find high quality/value gems if you're hunting harder/riskier content.
The selling value/silver generation will be reduced by the progressive loot cap reduction in #2.
4. Reduce the loot cap from 35m to 10m.
Rationale: Smaller numbers, smaller spreads of silver generation between playstyles.
5. During your weekly Lumnis Bonus, you receive a Major Loot Boost while the Lumnis Bonus is active.
Rationale: Helps the casual user. Helps to equalize playstyles/times.
6. Standardize loot generation.
Up to level 10 finds gem value/qualities of up to 100 silvers in value.
Every 10 levels you unlock higher quality/value gems. (+100 silvers per 10 levels)
Skins now have a set value of 10 silvers per level.
Rationale: Adds value to progression.
7. Remove silvers from boxes.
Rationale: Silvers are part of the "boring" treasure. Replace them with gems.
Drain
1. Orb Purchases Allow daily purchase of an account bound green orb for 100k silvers Allow weekly purchase of an account bound Blue orb for 2.5m Allow weekly purchase of an account bound violet orb for 15m
2. Enhancive Recharging
3. Enhancive Reroll But only if we can choose which specific enhancive line to reroll. If there are 4 enhancives, let me reroll the 2nd line, or 3rd line, but I choose!
4. FixPots Sell FixSkills (5m), FixStats (20m, FixProfession (75m), FixRace (75m) and FixName (5m) for silvers.
5. Bounty Pawnshop Allow us to sell enhancives to a "Bounty Pawnshop" for bounty points.
6. Automated Services Sell lightening for 1m per service. Sell deepening for 1m per service. Sell greater than epic deepening for more. Up to 300lbs deepening for yuge amounts of silver. (But make it incremental spend/add) (50m per +10 lbs - above 200lbs)
7. Customizations Sell alteration scrolls for 10m. Sell feature alteration scrolls for 20m.
8. Community Silver Sink Introduce a monthly contest where the entire game community donates toward a funding goal. Every X amount of silvers donated provides a monthly % increase of XP. On the 1st of the month, the community silver sink resets. For every 100 million silvers donated, there is a global XP boost of 1%.
Bounties
Issue Bounty tasks in places like the Hinterwilds, Atoll, Orcswold, and Old Ta'Faendryl, where there are large areas of overlapping/mixed creature generation, can lead to a frustrating player experience.
Cull Tasks:
* Current Messaging: The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in <creature> activity in the <area> near <town>. We'd like you to cull their numbers a bit for us. Killing 18 of them should do nicely. Report back to me when you are done." * Proposed Messaging: The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in monster activity in the <area> near <town>. We'd like you to thin the number of monsters a bit for us. Killing 18 monsters should do nicely, killing <creature> will count as double as they have been particularly troublesome. Report back to me when you are done." **Instead of being required to track down a specific creature, all creatures in the assigned area are acceptable targets.
Dangerous Creature:
* Current Messaging The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous <creature> has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred in <area>, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory." * Proposed Messaging The <task person> says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous unknown creature has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred in <area>, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures in its territory." **Instead of being required to track down a specific creature which will spawn an ancient/grizzled version, all creatures in the assigned area are acceptable targets and may spawn an ancient/grizzled version.
Skinning Tasks:
* Current Messaging <Task person> says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for <#> <skins>. I'll need them all to be of at least <quality>. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of <creature> or purchase them from another adventurer. You can SELL the skins to me as you collect them." * Proposed Messaging <Task person> says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for <#> <skins>. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of <creature> or purchase them from another adventurer. You can SELL the skins to me as you collect them." **Remove quality as a component of the task. **Success rate for skinning is modified to always provide a skin, except for fumbles. **Ranks in Survival and First aid still determine the value and quality of the skin, and higher qualities still provide more bounty points. * Allow skinning tasks to be shared with group members. Group members will have a cull # bounty.
Sharing Bounties
When a bounty is shared, bandits for example, a random number is assigned to each person the bounty is shared with. Instead of assigning a random number, assign the same number to each person the bounty is shared with.