With more thoughts,
The early words about the idea of "soul-binding"="equipment-scaling-plus-acc-bound" ,
the part mentioning "rare items" to make this happen.......
I would say it doesn't sound good in most situations, when it is the only key to level-scale.
I still think we need a more gentle system.
The current descriptions brings so much tension like Russian roulette.
A "Scale to Current Level" system with limitations in use, for example,
would easily fill the gap between "scale or no-scale".
Allow the Item Scale-Level (related to new system) to be forged is a simple solution, just like how we do upgrades today.
Because it has many good aspects we should be looking for (IMG:[
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1.Cost scale with level difference between current&target lvl :
Forge 10 times to increase item scale-level by 10.
2.Cost scale with gear quality :
Well, I hope it can be quality-related(bazaar-price-related?), but quality-tiers-related still works as least.
3.The upgrade through such act is limited:
Got a piece at lv200, forge it to lv225(max), still need to find replacement afterwards.
(numbers are not part of my opinion, just an example)
But of course, directly copying current forge system is not good (IMG:[
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4. Make it a new page like repair(?), don't mess with old functions
5.Current forge material selection=item quality tier + forge level on item stat.
But a good item scale-level forging should be: item quality tier + scale-level to be forged.
E.g. when forging a Leg shield, low level gear need MG Wood, mid level gear need MG+HG Wood,
lv400+ players need some good amount of HG Wood to forge his Lv400 shield to Lv401.
And at last, since other players can find a gear with lv225(max250),
forge cost can hardly be recovered be selling your lv225(max-forged) gear.
May as well account-bound it once this property is being forged.
Of course, such system only means to ease the impact from bad luck.
keep the rare item thing to let people fight for dreams.
This post has been edited by colosseum_guy: Jan 31 2015, 12:41