Tbh I don't really like this repair cost thingy really, as I'd say it's more of a way to desperately recollect the game currency like atax. Long story short, regardless of how it is implemented it would almost certainly will punish the HV players indiscriminately, especially the rich and hardcore players.
Say the equipment deterioration is applied to all equips in the inventory in the "literally grinding dust and rust" fashion and the weapons and armors that the players did use will eventually break (as in, irrepairably broken for good without a trace but a scrap) from overuse then that'll severely trouble the shopkeepers and grindfesters if equipment deterioration and repair cost is implemented wantonly. That's before mentioning the forged weapon&armor maintenance cost, but that's a story for another time.
And they're not the ones who will be affected the most by this, it's the retirees who want to resume their HV careers again that'll found out that their leg-grade weapons broken for good due to inactivity, they'll likely to swear to cut off much of their supports from this gallery if that happens.
from what i've seen, Tenboro isn't an idiot, so he won't invent another way of getting rid of equips since there's already 2 of them. the system will more than likely be similar to how hunger and morale work with monsters:
-a newly gernerated equip will start with max "whatever he wants to call it", but for now i'll just call it x -after about 2 weeks x will drop to zero, at which point an equip will have all its stats halved -forging an equip with scraps will rebuild it's x -a forged/IWed equip will lose x slower -if an equip hasn't been used in 3 days, x will not drain -there will be a new training that will make x drain less if you're willing to pay an absurd amount of credits -he'll probably make scraps generate in the item shop since all of this is just asking for a bunch of asshats to use "autobuy all crude equips from bazaar" scripts
from what i've seen, Tenboro isn't an idiot, so he won't invent another way of getting rid of equips since there's already 2 of them. the system will more than likely be similar to how hunger and morale work with monsters:
-a newly generated equip will start with max "whatever he wants to call it", but for now i'll just call it x -after about 2 weeks x will drop to zero, at which point an equip will have all its stats halved -forging an equip with scraps will rebuild it's x -a forged/IWed equip will lose x slower -if an equip hasn't been used in 3 days, x will not drain -there will be a new training that will make x drain less if you're willing to pay an absurd amount of credits -he'll probably make scraps generate in the item shop since all of this is just asking for a bunch of asshats to use "autobuy all crude equips from bazaar" scripts
Teehehee... Nice speculation. So you assume they'll work like the monster lab I take it? Anyway, welcome to the shitstorm of speculations that may or may not forever change of the values of the HentaiVerse and it's currency.
1.) Items aren't destroyed when they reach zero durability.
2.) You lose durability for use (fixed rate eg per round) and for being killed (percentage). Higher quality items might have more durability but higher total repair costs. Hopefully be able to play a large number of rounds before needing to repair like 1k rounds. This would functionally mean you could do all arenas or complete GF without needing to repair halfway through.
3.) Cost per point of durability is based on PXP and scaled by player level. Preferably so that players higher than 200 start paying more, but its not so much that I need to cry.
4.) Durability lost scales exponentially, eg time for the for the first 10% is a 10th of the time for the next 40% Eg (100 rounds for the first 10%, 900 rounds for the next 40%). Preferably there would be a 5% bonus to something like damage if your weapon/armor was within the top 10% of durability, then has normal damage until 50% durability then 75% dmg <50% durability. Then the cost of repairing the top 10% = repairing the next 40%. This means if you want the small dmg bonus you have to pay a premium. The repair can work like the feed mechanism for monsters where repair all repairs up to 90% then you have to repair again for the next 10%.
5.) Repair cost, this is a hopefully a high estimate. But set the cost per percentage point of durability at the PXP(plvl/500). So with gear that had 380 pxp it would cost 38,000 repair 0 to 100%. 20% cost for the first 50%, 15.2k for the next 40% and 15.2k for the last premium 10%. So to repair to 90% from 0 costs 22.8k and 90% to 100% costs 15.2k and gets a small bonus. The total cost being 114k 0 to 90% for all equips @ lvl 500 and 76k for the optional last 10%. The amount of rounds for example is 100 for the first 10%, 900 for next 40% and 1000 for the next 50%. Optimal is repairing every 900 rounds, 15.2k per equip per day.
Those a fairly high costs I'd prefer PXP*(plvl/1000) per percentage repaired making the cost roughly 7.6k per equip per 900 rounds in this model for a level 500 player
Storing durability for items is possibly a pain though.
You could also get rid of energy drinks and have a sliding fee that starts at 30k and increments 5k per use during a sliding 24 hour period. Wouldn't that be much simpler? XD
This post has been edited by EsotericSatire: May 4 2014, 15:50
1.) Equipments aren't destroyed when they reach zero durability.
2.) You lose durability for use (fixed rate eg per round) and for being killed (percentage). Higher quality items might have more durability but higher total repair costs. Hopefully be able to play a large number of rounds before needing to repair like 1k rounds. This would functionally mean you could do all arenas or complete GF without needing to repair halfway through.
3.) Cost per point of durability is based on PXP and scaled by player level. Preferably so that players higher than 200 start paying more, but its not so much that I need to cry.
4.) Durability lost scales exponentially, eg time for the for the first 10% is a 10th of the time for the next 40% Eg (100 rounds for the first 10%, 900 rounds for the next 40%). Preferably there would be a 5% bonus to something like damage if your weapon/armor was within the top 10% of durability, then has normal damage until 50% durability then 75% dmg <50% durability. Then the cost of repairing the top 10% = repairing the next 40%. This means if you want the small dmg bonus you have to pay a premium. The repair can work like the feed mechanism for monsters where repair all repairs up to 90% then you have to repair again for the next 10%.
5.) Repair cost, this is a hopefully a high estimate. But set the cost per percentage point of durability at the PXP(plvl/500). So with gear that had 380 pxp it would cost 38,000 repair 0 to 100%. 20% cost for the first 50%, 15.2k for the next 40% and 15.2k for the last premium 10%. So to repair to 90% from 0 costs 22.8k and 90% to 100% costs 15.2k and gets a small bonus. The total cost being 114k 0 to 90% for all equips @ lvl 500 and 76k for the optional last 10%. The amount of rounds for example is 100 for the first 10%, 900 for next 40% and 1000 for the next 50%. Optimal is repairing every 900 rounds, 15.2k per equip per day.
Those a fairly high costs I'd prefer PXP*(plvl/1000) per percentage repaired making the cost roughly 7.6k per equip per 900 rounds in this model for a level 500 player
Storing durability for items is possibly a pain though. You could also get rid of energy drinks and have a sliding fee that starts at 30k and increments 5k per use during a sliding 24 hour period. Wouldn't that be much simpler? XD
Among the best plan for repair cost I've heard so far, I would say... except that it's gonna be a tad bit taxing for the Item World Clearers like Blacksmith-kun.
This post has been edited by LostLogia4: May 4 2014, 16:00
I'm quite sure a good peerless shade of the fleet/shadowdancer, power of slaughter can go over 50M but if you want to compare run-of-the-mill melee gear to high-end mage gear price...
As for the price of materials, it's been intended by Tenboro to avoid people with lots of monsters to get most of of the game's wealth. The same ones who are mostly mages and kept their mage mats for themselves and flooded the market with melee stuff.
Honestly, I hope the materials bazzar sold prize can be higher.
doesn't the item shop bot give you credits? it's not as much as you get from running a shop but i think for rich players like you it doesn't make much of a difference.
Then just go ahead and threw'em all in. Nothing is stopping you from doing exactly that, now does it?
QUOTE(danixxx @ May 4 2014, 23:01)
I hope that cost repairs wil be round based since it will have the effect to encourage people increasing their difficulty setting. Oh you, you complain about inflation and you want more credits in the game brought by the system (IMG:[invalid] style_emoticons/default/tongue.gif)
He's a troll, Blacksmith-kun. He is a Troller-kun. Case in point, I saw through his "correct chinese word thingy" a few posts earlier. I even have a record to prove it.
How about base repair cost on how much forged is one item ? After all forging is quite expensive, so...it might indicate that one is quite well-off if they can afford it then they can be taxed more.
Forging is my credit sink. Granted they usually go to Dani, but he buys crystals with them mostly so it's a sink. All depends on what you wanna do with them. IMO there's enough sinks already, stop trying to dream up more and let the market balance out. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
Forging is my credit sink. Granted they usually go to Dani, but he buys crystals with them mostly so it's a sink. All depends on what you wanna do with them. IMO there's enough sinks already, stop trying to dream up more and let the market balance out. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
More noodles? Anyway, yeah, totally agree with dnbdave. As I and Screamx keep stressing out, bring in more and more credit sinks just to nerf the riche's perk wouldn't solve anything in the long run. Slashing prices for phase equips to 7 digit figure, maybe, but the riches would still stay rich as ever even when the repair cost is around. That's why I demanded for more balances between the battle styles and equip suffixes rather than seeing yet another credit sink with a very subjective effectiveness.
This post has been edited by LostLogia4: May 4 2014, 18:05
Oh you, you complain about inflation and you want more credits in the game brought by the system (IMG:[invalid] style_emoticons/default/tongue.gif) .
No because I buy cystal in bazzar, so my credits will go back there.
And the most important thing is making more taps for credits not only stop creating them. More way to go, more way to come, the market will be more vivid not like dead water.
On the topic of repairs, I hope it doesn't take special materials.
If people have too many credits and not enough to do with them, why not add consumable items they could buy, say from the item shop? Things that could imbue armor with elemental properties temporarily, like voidseeker shards imbue weapons with temporary etherealness (a cut rate version, but still), might be a nice addition. It would be even nicer if this could be made permanent, but that might defeat the entire purpose.
Another nice thing to add might be a range of monster-boosting beverages, that, say, emulate the various chaos token upgrades for a limited time (except scavenging, which benefits the owner rather than the monster). That might prove to be quite brutal.
I think such things would be best if they were sold at the Item Shop. That way, the Item Shop will be reinforced as a credit sink.
Then again, I also think Happy Pills should be supplied by the Item Shop. That way, people can choose to upgrade their monsters or just keep them in blithe contentedness.
Change ItemShopBot such that a high bid equals a high bid. Not high bid = 1c+ next highest bid. The way it is now, it allows material shop owners to dictate prices. This would also hopefully reduce costs for poor players to forge, as well as reduce inflation.
Anyone know why it is the way it is right now?
This post has been edited by treesloth16: May 6 2014, 00:26
Suspend mooglemail transfers of all items and equipment for 1 month, and let's see what happens. That would be some fun chaos...I think there would still be a buy and sell market for everything that drops still...right?