It's on of my pet peeves from EverQuest. You find a really cool item that has Invisibility or even better a Staff of Ressurection only to find that it has 10 charges then it's useless. Please take an example from WoW and apply "cooldown" times to these items. Anywhere from 3 minutes to 24 hours can be reasonable...but what's the point of working hard for loot only for it to have temporary usefulness.
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I agree about the item charges, especially if it's a rare item. Make it have a cooldown timer instead. Good call.
I can see why people would not like it, (i dont either) but i do agree with what your saying, I can see how it can help the game in the long run.
~Jak
All you have to do is make the crafted items "Soulbound" so once you use them it's bound to your character forever (also like WoW). So the consumer cannot resell the item and undercut the crafter in prices.
That's the way I see it anyway.
-W.
All you have to do is make the crafted items "Soulbound" so once you use them it's bound to your character forever (also like WoW). So the consumer cannot resell the item and undercut the crafter in prices.
That's the way I see it anyway.
Sigil won't do that too much because Brad is on record as stating that he wants to see an active economy. Soulbound items don't add to that and also take away from Brad's other core idea of an itemcentric game.
As for items with charges I would agree that some people would find it frustrating, but I believe it adds to the overall scope of the game. I found it poor that EQ allowed some characters to get so powerful that they had constant see invis or constant water breathing. Imaging Kedge without constant effects and people having to use up charges or rely on spells to keep going. In my mind it would make the event more interesting and challenging.
If the game does contain items with constant effect benefits then they should be hard to earn items or the ultimate crafted item. They should also include a trade off to stats, rather than making the wearer ultimately powerful both stat wise and effect wise. Of course there will be the exception but I would hope that very, very few people get to see the exception because it only drops once in every one-hundred kills of the most powerful mobs.
I feel it is all good for the long term health of the game. A little trouble and strife never hurt anyone.
I welcome charged items with open hands.
.
All you have to do is make the crafted items "Soulbound" so once you use them it's bound to your character forever (also like WoW). So the consumer cannot resell the item and undercut the crafter in prices.
That's the way I see it anyway.
apples and orange to me. Do you like nerfs? Hope you do. See with a limited number of charges, the devs can experiment with new powers before adding them into games. They can give powers which can be greater or radicially different than the usual powers offered in the game and if it doesn't work out, the charges can just run out. It is a smart solution.