IDEA: Checking for uniques
IDEA: Checking for uniques
Noticed on Elysia post it seems like immortals have to check for activity on uniques. Seems like a terrible waste of time, I'd suggest putting in a rule that is more like pay $3000 gold and immortal will check on unique that you want checked on and if unactive you get it...
If course need spelled out what unactive means - hasn't been logged in for 7(14?) days? Hasn't gotten a pk in 4 weeks? I'm not sure the requirements.
But basically the players all kind of a have an idea on where uniques are and how active and once it tips past that point they could essentially pay for immortals time...
Seems better then having to check on them every month
If course need spelled out what unactive means - hasn't been logged in for 7(14?) days? Hasn't gotten a pk in 4 weeks? I'm not sure the requirements.
But basically the players all kind of a have an idea on where uniques are and how active and once it tips past that point they could essentially pay for immortals time...
Seems better then having to check on them every month
Re: IDEA: Checking for uniques
I don't know what gold dollars are but they sound like valuable foreign currency and I wouldn't want to waste them on a text game.
More seriously, if you want to save a person's time (here immortal) why would you offset that by creating another time wastage thing (3000 gc farming) ?
Assuming here that a human being's time is the most precious commodity of all
More seriously, if you want to save a person's time (here immortal) why would you offset that by creating another time wastage thing (3000 gc farming) ?
Assuming here that a human being's time is the most precious commodity of all

Re: IDEA: Checking for uniques
I would actually be worried about immortals getting a weekly mail to check on X or Y unique. Just seems like it could create more workload, not less.
Re: IDEA: Checking for uniques
Unique weapons are dumb anyways beyond named weapons that must be unique (and even those are dumb). They are also a balance nightmare.
Instead, change every unique without a name indicative that it is the only item like it in the world to be a rare item instead (hatchet of hawkwing, justice, malf, etc), and adjust the stats downward to that of other similar rares. Additionally, cull a number of those uniquely named uniques and change their names so they are no longer unique (daes and blightkiller come to mind immediately) and also adjust their stats down.
At that point we are down from something like 2 dozen uniques, to 5 tops, w of which circulate fairly often (justice/malf).
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Instead, change every unique without a name indicative that it is the only item like it in the world to be a rare item instead (hatchet of hawkwing, justice, malf, etc), and adjust the stats downward to that of other similar rares. Additionally, cull a number of those uniquely named uniques and change their names so they are no longer unique (daes and blightkiller come to mind immediately) and also adjust their stats down.
At that point we are down from something like 2 dozen uniques, to 5 tops, w of which circulate fairly often (justice/malf).
Please like and subscribe if you like my good ideas.
Re: IDEA: Checking for uniques
To be honest, that's the idea if people keep hoarding uniques and going inactive with them. Justice/ Malf and 3 named uniques, probably ones from the books. E.g. Laman's, foxhead and one other.daal wrote:Unique weapons are dumb anyways beyond named weapons that must be unique (and even those are dumb). They are also a balance nightmare.
Instead, change every unique without a name indicative that it is the only item like it in the world to be a rare item instead (hatchet of hawkwing, justice, malf, etc), and adjust the stats downward to that of other similar rares. Additionally, cull a number of those uniquely named uniques and change their names so they are no longer unique (daes and blightkiller come to mind immediately) and also adjust their stats down.
At that point we are down from something like 2 dozen uniques, to 5 tops, w of which circulate fairly often (justice/malf).
Please like and subscribe if you like my good ideas.
Re: IDEA: Checking for uniques
That makes a lot of sense too. Justice moved to an abs weapon too? Puhlease?
Re: IDEA: Checking for uniques
Well, we're trying an incentive to turn them in, first.
I've essentially been spending 30 mins a month on this since Sept 2015, since it's a 104 command and thus I can't make it someone else's responsibility. That's a lot of hours spent on something only a few can enjoy. I can tell you it's a blessing when Jaster has accumulated a ton of them, because that's the only thing that seriously cuts down on time checking.
If they're scattered over all kinds of different players, I have spent up to an hour tracking them all. Then of course there's the entitlement some have when they haven't been sufficiently active and get put in unique jail...
Suffice to say, there's ways to spend my time that are more fun for me and more productive for the game at large.
I've essentially been spending 30 mins a month on this since Sept 2015, since it's a 104 command and thus I can't make it someone else's responsibility. That's a lot of hours spent on something only a few can enjoy. I can tell you it's a blessing when Jaster has accumulated a ton of them, because that's the only thing that seriously cuts down on time checking.

Suffice to say, there's ways to spend my time that are more fun for me and more productive for the game at large.
Re: IDEA: Checking for uniques
Tell flash to code a timer on every unique. Every two to three weeks a unique becomes no rent. If you turn it in you get some qps for the unfortunate person who repos the unique on the last day of the cycle or for someone who’s used it three weeks.
Re: IDEA: Checking for uniques
Firstly, I’m really grateful for the effort that Elysia and imms have put into this to keep uniques in active play, and the recent implementation of being able to turn in uniques for TPs. The carrot (incentives for either playing uniques or turning them in) and the stick (uniques jail) approach must be strong for this system to work.
I have a suggestion that is parallel to Fermin’s idea that may seem controversial but one that I would like to put on the table for discussion to help this system:
Continue to enforce active play for uniques whilst allowing uniques to be tradable.
Why? As Uniques has the best eq stats that top the high end tier rares, the most accomplished (and rich) pkers in the game would be willing to trade their rares for it to get a chance to use it for active play. For instance, an accomplished (and rich) pker may decide to trade a heron Long / med + another rare to get to play Lamans or K sword. allowing trading while still enforcing active play would therefore serve two objectives: (1) put the unique in the hands of the accomplished pker who is more than willing to pay a premium price for it and (2) get those age-old rares out of the rents of these accomplished (and rich) Pkers
Allowing trading does not mean you can hoard it if you manage to trade for it - you may still end up in a unique jail if you don’t play it. But as it is, not allowing trading now may mean inability of the non-accomplished pker who won a dice roll at the unique to circulate it back into game without dying.
May seem controversial, but just a thought for discussion above!
I have a suggestion that is parallel to Fermin’s idea that may seem controversial but one that I would like to put on the table for discussion to help this system:
Continue to enforce active play for uniques whilst allowing uniques to be tradable.
Why? As Uniques has the best eq stats that top the high end tier rares, the most accomplished (and rich) pkers in the game would be willing to trade their rares for it to get a chance to use it for active play. For instance, an accomplished (and rich) pker may decide to trade a heron Long / med + another rare to get to play Lamans or K sword. allowing trading while still enforcing active play would therefore serve two objectives: (1) put the unique in the hands of the accomplished pker who is more than willing to pay a premium price for it and (2) get those age-old rares out of the rents of these accomplished (and rich) Pkers
Allowing trading does not mean you can hoard it if you manage to trade for it - you may still end up in a unique jail if you don’t play it. But as it is, not allowing trading now may mean inability of the non-accomplished pker who won a dice roll at the unique to circulate it back into game without dying.
May seem controversial, but just a thought for discussion above!
Re: IDEA: Checking for uniques
I like the above idea. In general I agree that we should be able to trade uniques. I don't really see why if I kill someone and they had a unique more suited to a warrior I can't trade it to a Gaidin to replenish some gear I do need.
Granted maybe there were past issues that necessitated this rule but if so it was before my time!
Wouldn't mind also seeing the number of uniques cut down in favor of more rares as Daal mentioned. Dunno how I feel about adjusting the stats down on the uniques that remain though. Uniques are maybe a balance problem but I feel like you should get rewarded a bit for using the unique. If there are a smaller number of uniques in active circulation I don't think it would be a huge issue if they are a bit imbalanced.
Granted maybe there were past issues that necessitated this rule but if so it was before my time!
Wouldn't mind also seeing the number of uniques cut down in favor of more rares as Daal mentioned. Dunno how I feel about adjusting the stats down on the uniques that remain though. Uniques are maybe a balance problem but I feel like you should get rewarded a bit for using the unique. If there are a smaller number of uniques in active circulation I don't think it would be a huge issue if they are a bit imbalanced.
Last edited by Reyne on Thu May 30, 2019 4:13 pm, edited 4 times in total.