Random Idea: Crafting top tier rares

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Alterith
Posts: 237
Joined: Sat Jul 11, 2015 7:21 am

Random Idea: Crafting top tier rares

Post by Alterith » Thu Aug 01, 2019 10:33 pm

Firstly, I want to thank the imms for creating an increasingly vibrant and complex wotmud economy involving crafting, exchanging, trading which allow parts of the player base to have access to certain items that were never thought to be possible before if you were not an elite pker. I would add that the trading aspect of the game has evolved with more options and more complex trades being undertaken, thanks in no small part to the creation of market hall and kandori merchants guild.

I want to moot a random idea for us to have an ability to craft top tier rares like herons and triple bladeds, and lower top tier rares like steel warhammar. It should be difficult to do so, but the efforts put into this can be immensely rewarding to elite pkers and smobbers and traders.

Extend the idea of haughty merchants to allow herons, triple bladeds, steel warhammars to be crafted at a great premium. Require a high cost of 1000 TPs + a considerable number of tokens for crafting, building on the haughty merchant concept. This may have the effect of refreshing the ta and reaver lists as players may know want to turn in high amounts of TPs + tokens direct for crafting such premium items. It may also motivate more pk as elite pkers now want to collect the minimum base of 1k TPs to craft herons, and will be worth more consequently if they are killed.

Discuss, criticise or support :)

Rig
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Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Random Idea: Crafting top tier rares

Post by Rig » Thu Aug 01, 2019 10:47 pm

Something something the same 5 people will be crafting top tier rares something something.

Joolis
Posts: 312
Joined: Thu Feb 19, 2015 10:26 am

Re: Random Idea: Crafting top tier rares

Post by Joolis » Fri Aug 02, 2019 12:04 am

How about the ability to craft a nice club

Alterith
Posts: 237
Joined: Sat Jul 11, 2015 7:21 am

Re: Random Idea: Crafting top tier rares

Post by Alterith » Fri Aug 02, 2019 12:17 am

Joolis wrote:How about the ability to craft a nice club
You can currently craft a massive war maul if you have 300 TPs, at a cost of 200 TPs and 7 tokens. See here for more details:
http://forums.wotmud.info/viewtopic.php?f=3&t=10493

I am proposing for lower top tier like steel warhammar (clubs), and top tier rares (herons, triple bladeds) to be craftable too.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Random Idea: Crafting top tier rares

Post by Taziar » Fri Aug 02, 2019 12:31 am

Making TPs be a high percentage makes for PK types to be the main customer base for such an idea. Making it a broader range of things: quest items, tokens, equipment, and gold crowns would give the possibility for anyone to participate if putting in the amount of time necessary.

The overall difficult comes with figuring out how to balance it but not flood the game.

Alterith
Posts: 237
Joined: Sat Jul 11, 2015 7:21 am

Re: Random Idea: Crafting top tier rares

Post by Alterith » Fri Aug 02, 2019 12:37 am

True, but TPs are a means to encourage pk. For non-pk types, there is also an avenue to turn in craftable rares for TPs as well.

Rig
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Location: JESUS

Re: Random Idea: Crafting top tier rares

Post by Rig » Fri Aug 02, 2019 12:37 am

War mauls are garbage.

I did a whole spiel on this about how the craftable war axes are 1000x better than them. So effectively maul costs more, and is worse, than the craftable axes.

Proposing x tier items being able to be crafted (herons/triple/steel warhammer/etc), would be ideal. However I doubt it will happen based on the fact that for some reason, awarding top tier pkers and the risk adverse players, is the bane of existence.

You will be told that "so and so already has enough xx weapons," and you will be told that for some odd reason that these items cannot be loaded into the game because there's xx certain amount in the game already.

Tl;dr
War mauls suck dick.

Proposing anything that awards top pkers for anything will always be shut down.

Alterith
Posts: 237
Joined: Sat Jul 11, 2015 7:21 am

Re: Random Idea: Crafting top tier rares

Post by Alterith » Fri Aug 02, 2019 12:53 am

While not one myself, I believe there is a need to keep top tier pkers engaged, incentivise them to pk more, kill more, take more risks and be killed more. And such an avenue is not discriminatory because other non elite pkers can put work and effort into crafting it as well.

It’s all about creating wotmud goals that ppl want to work and put in efforts to achieve :)

The rarity of top tier rares can be adjusted to maintain rarity, for eg after dirks were adjusted upwards to 10 tokens, it immediately became rarer again.

Joolis
Posts: 312
Joined: Thu Feb 19, 2015 10:26 am

Re: Random Idea: Crafting top tier rares

Post by Joolis » Fri Aug 02, 2019 1:20 pm

Alterith wrote:
Joolis wrote:How about the ability to craft a nice club
You can currently craft a massive war maul if you have 300 TPs, at a cost of 200 TPs and 7 tokens. See here for more details:
http://forums.wotmud.info/viewtopic.php?f=3&t=10493

I am proposing for lower top tier like steel warhammar (clubs), and top tier rares (herons, triple bladeds) to be craftable too.
Yep, am aware. I should have been more specific I was talking more along the lines of the purely craft-only weapons like the long handled axes and hooked swords.

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