IDEA: Checking for uniques

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Lea
Posts: 316
Joined: Fri May 04, 2018 6:46 pm

Re: IDEA: Checking for uniques

Post by Lea » Fri May 31, 2019 3:49 pm

Elysia wrote:people were alting scalps to turn in for vials at the ratter
Ahhh, so this is why we got rid of this. I was missing this option on my unclanneds.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: IDEA: Checking for uniques

Post by Elysia » Fri May 31, 2019 4:36 pm

Lea wrote:
Elysia wrote:people were alting scalps to turn in for vials at the ratter
Ahhh, so this is why we got rid of this. I was missing this option on my unclanneds.
Yeah, that's 100% the reason why we got rid of it. :cry:

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

Re: IDEA: Checking for uniques

Post by Alterith » Fri May 31, 2019 8:27 pm

How about requiring ppl to mail imm or post a pk log at least once a week? Doesn’t matter if you don’t get kills or the pk happens in a city, just show activity of pk with it!

Kryyg
Posts: 407
Joined: Mon Jul 03, 2017 9:52 am

Re: IDEA: Checking for uniques

Post by Kryyg » Fri May 31, 2019 11:12 pm

I mean so much is broken on this game. Turn points can be easily cheated for and have been cheated for like crazy. It’s not players faults if the game has silly glaring loop holes. You can’t expect any player to go by honor, except me.

Unfortunately in situations where the game is broken, immortals need to step in manually.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: IDEA: Checking for uniques

Post by Elysia » Sat Jun 01, 2019 8:30 am

Alterith wrote:How about requiring ppl to mail imm or post a pk log at least once a week? Doesn’t matter if you don’t get kills or the pk happens in a city, just show activity of pk with it!
Considering we have like 30-35 uniques, that's a lot of logs. Also, I doubt imms will ever require pk as a way to be active with a unique. As long as it's out of clan rooms, whether for smobbing or exp, we consider it being played.

That's also part of the reason why a 1 on 1 exchange for a rare will never work. Even if a unique is only released or only exchangeable once per year, that's upwards of 20 uniques-turned-into-rares entering the game. It would require nuking all randi-loads and completely choke off our ability to release fun things for global quests or mob raids. Unless of course we're beginning to see an influx of rares leaving the game, but it seems to me that people hold on even to decrepit rares for whatever reason.

hyzael
Posts: 268
Joined: Mon Oct 02, 2017 9:28 am

Re: IDEA: Checking for uniques

Post by hyzael » Sat Jun 01, 2019 11:15 am

Alterith wrote:How about requiring ppl to mail imm or post a pk log at least once a week? Doesn’t matter if you don’t get kills or the pk happens in a city, just show activity of pk with it!
perfect world.. will never happen though :cry:

Jaster
Posts: 380
Joined: Fri Apr 03, 2015 1:17 pm

Re: IDEA: Checking for uniques

Post by Jaster » Sat Jun 01, 2019 6:10 pm

Elysia wrote:
Alterith wrote:How about requiring ppl to mail imm or post a pk log at least once a week? Doesn’t matter if you don’t get kills or the pk happens in a city, just show activity of pk with it!
Considering we have like 30-35 uniques, that's a lot of logs. Also, I doubt imms will ever require pk as a way to be active with a unique. As long as it's out of clan rooms, whether for smobbing or exp, we consider it being played.

That's also part of the reason why a 1 on 1 exchange for a rare will never work. Even if a unique is only released or only exchangeable once per year, that's upwards of 20 uniques-turned-into-rares entering the game. It would require nuking all randi-loads and completely choke off our ability to release fun things for global quests or mob raids. Unless of course we're beginning to see an influx of rares leaving the game, but it seems to me that people hold on even to decrepit rares for whatever reason.
The 20 new rares entering the game wouldn’t matter considering the rate on which rares are degrading and not played. The same people will play the rares, while the other people will trade rares, while the last group of people will watch them sit in a rent saying wooo. The game needs avenues to increase reward and fun. Too much emphasis is put on how to destroy or belittle that. This game requires and depends on time spent. When the time spent does not equate to the reward/stimulation, the player leaves or does something else. This game thrives when there is activity and things to achieve. The less you can achieve or have left to achieve the more of a waste of time it becomes.

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: IDEA: Checking for uniques

Post by iria » Sat Jun 01, 2019 6:37 pm

Both agree and disagree. If you want a rare to be the "achievement" then it would need to stay rare, granted the market is already fairly flooded with certain rares after they were made craftable - lots of pods floating around now, which in turn diminishes their value a fair bit. Used to be if you got a PoD you'd feel pretty good, these days they are practically given away(not really). That being said I think if you downed the amount of uniques, or adjusted their turn in, it wouldn't be a problem. For example Blight Killer is pretty terrible, don't have it give a knife axe or pair of axes, at the most have it give 2 jcuffs or maybe a silver medallion. Justice/Malf shouldn't give rare upon exchange, since these are already enforced to be turned in. Battle flail shouldn't either. If you were to rank them much the same as you did on the collector thread, 3rd/2nd/top tier, then have top tier give a heron med/long, second tier give shocklance/knife axe/dbelt, 3rd tier some jcuffs, egown or a silver medallion, or maybe just some TPs and a couple thousand gold crowns. Probably won't be too many who will turn in Lamans, Hatchet and whatever other top tier uniques for a heron, unless they are leaving the game for a bit. Doubt the market will get substantially more flooded than it already is and as Jaster said some will likely end up in rents/trades and some gets played.

Rodger
Posts: 141
Joined: Wed Jan 06, 2016 10:41 am

Re: IDEA: Checking for uniques

Post by Rodger » Sun Jun 02, 2019 6:15 am

Elysia wrote:. Unless of course we're beginning to see an influx of rares leaving the game, but it seems to me that people hold on even to decrepit rares for whatever reason.
That might be because of the (possibly mistaken) belief that sometimes you can trade or sell things to get them back to pristine. A post saying that this is no longer the case would probably see those used rares go to the quartermaster, or tps or traded.

Fermin
Posts: 459
Joined: Sat Sep 10, 2016 12:16 pm

Re: IDEA: Checking for uniques

Post by Fermin » Wed Sep 11, 2019 4:59 am

Just wanted to bump this as, I still think my original idea was good, and have no idea what the current policy is, why the random mobs and TPs exist, etc. Also the original idea works fine to change to no uniques if you just remove them as they are found.

Basically this, never check for unique activity unless you have a request by a player to do so that comes with some amount of gold/hard to get item/exp. For example 5000 gold. No one is going to waste that money unless they know for sure an item is out of play for some reason. Super simple, most uniques are in play and rotating around at different speeds.

Here is another simple rule that fixes uniques: If you have a unique you must play that character and not alts, all uniques will be as active as their players, if they aren't active means the player isn't and why do we need to take their item?

Just bumping this because I think my original idea is fine, and whatever was implemented seemed like more work for the imms and also completely bogus for the players. If you don't want to check for unique activity, just never check for it, seems way easier and also better then whatever is happening now...

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