Economy: Low level gear resurrection
Posted: Wed Nov 08, 2017 3:34 pm
Here are some ideas to stabilize/average out the value of lower level gear.
The overall issue is now everyone is thinking about gear in post character strategy. It was that way before, except level restriction put a damper on it, and made players think about what they would use as they reached the ability to used twinked gear. Now that anything can be twinked, for a level 4, why buy a +2, when a +3 is just a couple thousand more?
so i have so far thought of two things that would help:
first, make crafting stackable. instead of blanking items, make enchanting stackable on top of them. That way a +1 silver sword with keen can have value, perhaps even a treasured weapon for someone, as they imagine making it more powerful as they progress. also, people would collect, say items with 10% negative energy immunity gear if they are imagining a liche-like sorcerer as it progresses.
second: when lowbie, I relied heavily on temples and potions. beetle shells for barkskin was not only a god-send for survival, but also a player generated reason to beetle hunt. so i propose more of these drop/craft combos for potions, including ingredients needed for mage armor, keen blessed weapon, flaming weapon, shield etc. Make the more powerful ones more rare and from higher CR monsters. The idea being it becomes a player generated quest to go out, and fight until one is dropped, then shout Yes! and rush to the nearest crafting bench. it could also encourage lowbies to team up to try and get these drops, (a player generated quest)
Also NPcs that can give "until next rest" enchantments would be great. the npcs would have options for the dc level against dispels, so a level 5 would purchase say the "faint" mage armor for 200 gold, while a level 20 would prefer the "strong" for 500 gold, and a level 25 could buy improved mage armor for 1500. The caveat being it lasts until next rest. Dont forget enchantments like magic weapon and greater magic weapon.
This would encourage the player to make more decisions; 100,000 for a +4 breastplate, or pay 500 gold each rest/visit to town to enchant a +1 breastplate with +6 hp and immunity to magic missile, and make it temporarily a +4 breast plate with +6 hp and magic missile immunity. Now low level items are sought and treasured, and part of broader character concepts. Trade for concept based items flourishes, with more emphasis on uniqueness of the item, and less on the raw +4 of the item. It also must be noted that the prices need to be REASONABLE, unlike they are now. Right now usables are priced for basically a non-muling server. They are prcied as if they are OP. No, twinking is OP, so instead of punishing non-twinkers, give the REASONABLE options.
The overall issue is now everyone is thinking about gear in post character strategy. It was that way before, except level restriction put a damper on it, and made players think about what they would use as they reached the ability to used twinked gear. Now that anything can be twinked, for a level 4, why buy a +2, when a +3 is just a couple thousand more?
so i have so far thought of two things that would help:
first, make crafting stackable. instead of blanking items, make enchanting stackable on top of them. That way a +1 silver sword with keen can have value, perhaps even a treasured weapon for someone, as they imagine making it more powerful as they progress. also, people would collect, say items with 10% negative energy immunity gear if they are imagining a liche-like sorcerer as it progresses.
second: when lowbie, I relied heavily on temples and potions. beetle shells for barkskin was not only a god-send for survival, but also a player generated reason to beetle hunt. so i propose more of these drop/craft combos for potions, including ingredients needed for mage armor, keen blessed weapon, flaming weapon, shield etc. Make the more powerful ones more rare and from higher CR monsters. The idea being it becomes a player generated quest to go out, and fight until one is dropped, then shout Yes! and rush to the nearest crafting bench. it could also encourage lowbies to team up to try and get these drops, (a player generated quest)
Also NPcs that can give "until next rest" enchantments would be great. the npcs would have options for the dc level against dispels, so a level 5 would purchase say the "faint" mage armor for 200 gold, while a level 20 would prefer the "strong" for 500 gold, and a level 25 could buy improved mage armor for 1500. The caveat being it lasts until next rest. Dont forget enchantments like magic weapon and greater magic weapon.
This would encourage the player to make more decisions; 100,000 for a +4 breastplate, or pay 500 gold each rest/visit to town to enchant a +1 breastplate with +6 hp and immunity to magic missile, and make it temporarily a +4 breast plate with +6 hp and magic missile immunity. Now low level items are sought and treasured, and part of broader character concepts. Trade for concept based items flourishes, with more emphasis on uniqueness of the item, and less on the raw +4 of the item. It also must be noted that the prices need to be REASONABLE, unlike they are now. Right now usables are priced for basically a non-muling server. They are prcied as if they are OP. No, twinking is OP, so instead of punishing non-twinkers, give the REASONABLE options.