I don't like any of these 'server firsts', especially if players are aware of such items before launch.
What the ... ??? You want to have them exist only ONCE EVER ? Not even renewing them after
server reboot ? Now that would be even worse. What would be the point of such an item ?
They would quickly be lost and forgotten on some guys account that hasnt been played in forever.
Thats not worth the developer time to introduce them in the first place. Thats a non-item, in practice.
I definitely want them to vanish and reappar for the world to see if you dont keep playing.
I guess i better repost what i wrote on the first page.
"I don't like any of these 'server firsts', especially if players are aware of such items before launch.
I do like the idea of these one of the kind items, but they should be just very rare drops, maybe even from very rare boss who spawn at random location at random time.
In addition, these artifacts should have a certain 'upkeep cost' to prevent them from destroying themselves, like paying a fee in in-game currency, farming some drops from certain mobs, visiting some shrine in remote location, etc. to ensure the player who possess the item haven't quit the game for good. Should the player not pay this upkeep, the item will vanish and can be looted once again in similar fashion as before.
Edit: Just wanted to add the reason i don't like server firsts is that RPGs are not progressing competitions. They shouldn't encourage people to play in shifts or without sleep only to be first in something you're suppose to play for months if not years."
I just don't like the idea players know a certain boss will drop an artifact if they manage to be first on server to kill it.
pretty cool idea, i have always thought it would be cool to have not just items like this drop once per server but also crafting "plans" that only one crafter can have.
they could also have a bunch of them that may take up to years to drop so nobody would have a clue what these things are until they actually drop.
i'm not sure how testing would work with that but it just seems like a cool idea for an mmo if they could pull it off.
Frankly I cant think of a single good reason why there should be server unique crafting recipes.
I cant see a good way to implement server unique recipes, either. Not without having a LOT of people being unhappy because they have a maxlevel crafter but never an unique recipe.
The idea of artifacts, I can work with that because one can make artifacts temporary items people might want to have for various effects the item gives, and one can implement it in a way everyone stands a fair chance to get an artifact drop every once in a while, and because its a great idea to make the game more varied and "alife".
Crafting recipes however are a whole different deal. They are only for a small group of people - crafters. And a recipe really only does one thing, it allows you to make something.
I could see a one use temporary recipe as a possibility. You have a certain chance to get such a recipe at random, and you will have say a week to craft it before it expires and is returned to the pool. However I still dont see a good reason for implementing that.
I don't agree with unique crafting recipes, as in, it drops one time in the entire history of the server.
What I don't have an issue is with an "artifact" level recipe that has a very very small chance of dropping from whomever the developers deem appropriate. IMO this is just having an artifact item, but for crafters. However to make it so the crafter can't just immediately start mass crafting the item, there should be a component for that recipe that has an equally low drop rate. Hell, this could actually be a cool way to have the only artifact items in the game. Basically not only does the recipe have to drop, but you have to also get the Unobtanium Ingot necessary for the recipe. This would create more interdependency as to even get an artifact item would require the person who got the recipe, and the person who won the drop for the unobtanium (and of course a bunch of other costly rare components) to get together to forge the item.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
I personally love the idea of all things rare, even totally unique. As long as the item isn't so amazing that it causes problems or conflict among players and guilds.
When it comes to crafting, I think it would be better to have rare or unique look (decoration, ornamentation) that could be applied to a crafters items. Imagine that top end crafted sword that, while it isn't unique, looks different than the run of the mill version. Could be applied to all kinds of trades. If you were a mason, how sweet would it be able to make a different kind of ornate brick or shingles? Or a carpenter that could make a fancy table. Love that kind of thing.
An Artifact could be something like a Teleportation Staff which lets you teleport you and your group to whatever location you want (Unlimited charges small cast time). Some very nice Gimmnicks which are cool to have but in no way necessary, or Game changing in therms of fight power since it could just fill a certain aspect of a class buff/role without that class being present. And i like very rare crafting recipes just not artifact ones since once the crafter leaves the game its gone.
An Example for an Artifact that wouldn be good to exist in a Mmorpg is a Sword of insta Kill . Anyway with the item spiral going on and on an Artifact should stay special.
Frankly I cant think of a single good reason why there should be server unique crafting recipes.
I cant see a good way to implement server unique recipes, either. Not without having a LOT of people being unhappy because they have a maxlevel crafter but never an unique recipe.
The idea of artifacts, I can work with that because one can make artifacts temporary items people might want to have for various effects the item gives, and one can implement it in a way everyone stands a fair chance to get an artifact drop every once in a while, and because its a great idea to make the game more varied and "alife".
Crafting recipes however are a whole different deal. They are only for a small group of people - crafters. And a recipe really only does one thing, it allows you to make something.
I could see a one use temporary recipe as a possibility. You have a certain chance to get such a recipe at random, and you will have say a week to craft it before it expires and is returned to the pool. However I still dont see a good reason for implementing that.
I like that you can't think of a good reason for unique crafting recipes and yet you think that your idea is totally not ridiculous. The whole idea of limited items (As in, only drops x times) is ludicrous - See my previous post.
I personally love the idea of all things rare, even totally unique. As long as the item isn't so amazing that it causes problems or conflict among players and guilds.
When it comes to crafting, I think it would be better to have rare or unique look (decoration, ornamentation) that could be applied to a crafters items. Imagine that top end crafted sword that, while it isn't unique, looks different than the run of the mill version. Could be applied to all kinds of trades. If you were a mason, how sweet would it be able to make a different kind of ornate brick or shingles? Or a carpenter that could make a fancy table. Love that kind of thing.
This is an important point.
If we're taking some hypothetical items.
Let's say super badass 1h sword of badassery from the biggest baddest raid boss in the game is 25dmg 18delay, and has 10str, 8sta, and 35hp.
The "artifact" should at best be maybe 10-15% better. So lets say 28dmg, 18 delay, 12str, 8sta, and 40hp (and maybe a special proc or graphic something like that).
Basically it should be enough that the poop socking neckbeards have something to spend 16 hours a day working towards, but not so much better that the guy who plays a good amount (lets say 20-25 hours a week) is stressing over the fact he will probably never have the item.
Post edited by Hrimnir on
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
Uuuuh ... nobody bothered to read my initial posting ... - right ?
Seriously, one just copy+paste-d the answer of the official forum despite the fact that I've already LINKED to that thread at the very start of my first posting.
I was proposing that artifacts are:
(a) a randomized drop that nobody can get reliably and that might at times not be available at all
(b) a non-permanent item that will vanish if you log off too long
(c) a temporary item that will vanish after a certain period anyway
(d) a guild buff item that you have to keep a hold on for a while before you can actually activate the buff - and that will unsummon the item early
(e) a special ability item that could give you a great ability for something else
(f) an item thats limited in its useability to your raidforce only and that you thus cannot sell on eBay
(g) an item that introduces more lore and differentiation to the races. Like a Skar cant even pick up any Archai artifact (I got the idea because the Skar are the Pantheon Trolls and the Archai are kind of the Pantheon Elementals, and as we all know Trolls dont react well to Fire and Acid and in some scenarios also Sunlight)
I dont see anyone here who would object to this specific concept.
The EQ2 concept, to me, didnt sound any useful. That would be just
another item for powerguilds. They will already get the top raid bosses.
I dont think they need more.
In fact thinking about it such an item could make said top raid bosses easier for the non-powerguilds. Design each artifacts special ability in such a way that it will make one of the really tough raid bosses a lot more manageable, then make sure that really every guild stands a chance to get a hold of this item once in a while, so it would be an item that reduces the differences between the guilds a bit, instead of raising them.
When you make your own mmoRPG let us know so we can give you feedback.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
I personally love the idea of all things rare, even totally unique. As long as the item isn't so amazing that it causes problems or conflict among players and guilds.
When it comes to crafting, I think it would be better to have rare or unique look (decoration, ornamentation) that could be applied to a crafters items. Imagine that top end crafted sword that, while it isn't unique, looks different than the run of the mill version. Could be applied to all kinds of trades. If you were a mason, how sweet would it be able to make a different kind of ornate brick or shingles? Or a carpenter that could make a fancy table. Love that kind of thing.
This is an important point.
If we're taking some hypothetical items.
Let's say super badass 1h sword of badassery from the biggest baddest raid boss in the game is 25dmg 18delay, and has 10str, 8sta, and 35hp.
The "artifact" should at best be maybe 10-15% better. So lets say 28dmg, 18 delay, 12str, 8sta, and 40hp (and maybe a special proc or graphic something like that).
Basically it should be enough that the poop socking neckbeards have something to spend 16 hours a day working towards, but not so much better that the guy who plays a good amount (lets say 20-25 hours a day) is stressing over the fact he will probably never have the item.
20-25 hours a week I hope you mean?
Sorry, yes, edited the post, thank you
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
Comments
"I don't like any of these 'server firsts', especially if players are aware of such items before launch.
I do like the idea of these one of the kind items, but they should be just very rare drops, maybe even from very rare boss who spawn at random location at random time.
In addition, these artifacts should have a certain 'upkeep cost' to prevent them from destroying themselves, like paying a fee in in-game currency, farming some drops from certain mobs, visiting some shrine in remote location, etc. to ensure the player who possess the item haven't quit the game for good. Should the player not pay this upkeep, the item will vanish and can be looted once again in similar fashion as before.
Edit: Just wanted to add the reason i don't like server firsts is that RPGs are not progressing competitions. They shouldn't encourage people to play in shifts or without sleep only to be first in something you're suppose to play for months if not years."
I just don't like the idea players know a certain boss will drop an artifact if they manage to be first on server to kill it.
As I said before, I would prefer it if you CANNOT hold on to an artifact. Its server unique, thus everyone needs to have a chance to get a hold of it.
they could also have a bunch of them that may take up to years to drop so nobody would have a clue what these things are until they actually drop.
i'm not sure how testing would work with that but it just seems like a cool idea for an mmo if they could pull it off.
I cant see a good way to implement server unique recipes, either. Not without having a LOT of people being unhappy because they have a maxlevel crafter but never an unique recipe.
The idea of artifacts, I can work with that because one can make artifacts temporary items people might want to have for various effects the item gives, and one can implement it in a way everyone stands a fair chance to get an artifact drop every once in a while, and because its a great idea to make the game more varied and "alife".
Crafting recipes however are a whole different deal. They are only for a small group of people - crafters. And a recipe really only does one thing, it allows you to make something.
I could see a one use temporary recipe as a possibility. You have a certain chance to get such a recipe at random, and you will have say a week to craft it before it expires and is returned to the pool. However I still dont see a good reason for implementing that.
I don't agree with unique crafting recipes, as in, it drops one time in the entire history of the server.
What I don't have an issue is with an "artifact" level recipe that has a very very small chance of dropping from whomever the developers deem appropriate. IMO this is just having an artifact item, but for crafters. However to make it so the crafter can't just immediately start mass crafting the item, there should be a component for that recipe that has an equally low drop rate. Hell, this could actually be a cool way to have the only artifact items in the game. Basically not only does the recipe have to drop, but you have to also get the Unobtanium Ingot necessary for the recipe. This would create more interdependency as to even get an artifact item would require the person who got the recipe, and the person who won the drop for the unobtanium (and of course a bunch of other costly rare components) to get together to forge the item.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
When it comes to crafting, I think it would be better to have rare or unique look (decoration, ornamentation) that could be applied to a crafters items. Imagine that top end crafted sword that, while it isn't unique, looks different than the run of the mill version. Could be applied to all kinds of trades. If you were a mason, how sweet would it be able to make a different kind of ornate brick or shingles? Or a carpenter that could make a fancy table. Love that kind of thing.
An Example for an Artifact that wouldn be good to exist in a Mmorpg is a Sword of insta Kill . Anyway with the item spiral going on and on an Artifact should stay special.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
If we're taking some hypothetical items.
Let's say super badass 1h sword of badassery from the biggest baddest raid boss in the game is 25dmg 18delay, and has 10str, 8sta, and 35hp.
The "artifact" should at best be maybe 10-15% better. So lets say 28dmg, 18 delay, 12str, 8sta, and 40hp (and maybe a special proc or graphic something like that).
Basically it should be enough that the poop socking neckbeards have something to spend 16 hours a day working towards, but not so much better that the guy who plays a good amount (lets say 20-25 hours a week) is stressing over the fact he will probably never have the item.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
When you make your own mmoRPG let us know so we can give you feedback.
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche