Suggestion: Apply Lucky & Unlucky to salvage attempts
pork soldier
The title says it all really ~ applying lucky & unlucky to salvage would be awesome ^_^
I'm thinking +1 lucky if you salvage w/o breaking the item, +1 unlucky if you break it. With numbers this low it's a nice thing for people but it's not game breaking or unfair.
I'm thinking people may just sit and salvage all day to boost their lucky title, but honestly - if they want to salvage 100,000 times to get a rank 1 title then let them
I'm thinking +1 lucky if you salvage w/o breaking the item, +1 unlucky if you break it. With numbers this low it's a nice thing for people but it's not game breaking or unfair.
I'm thinking people may just sit and salvage all day to boost their lucky title, but honestly - if they want to salvage 100,000 times to get a rank 1 title then let them
Enix
How about +100 to lucky or +25 to unlucky? 1 point is so little.
/signed on principal
/signed on principal
Keneth
The numbers are too small but I like the idea otherwise.
pork soldier
The numbers have to be small, this is the kind of thing that you get over a very large period of time.
Maybe +5 / +1, I don't know, as long as it's small I'm happy.
Maybe +5 / +1, I don't know, as long as it's small I'm happy.
Keneth
How would this work on hero armor though, that never breaks so technically you could just buy a boatload of salvage packs and salvage runes from hero armor for lucky points.
Seppi
/signed
This helps to further integrate T hunter, Wisdom, Lucky, and Unlucky titles.
I think a good point ratio would be 10 lucky for success and 1 unlucky for fail (Lucky and unlucky point scales differ by 10:1).
This helps to further integrate T hunter, Wisdom, Lucky, and Unlucky titles.
I think a good point ratio would be 10 lucky for success and 1 unlucky for fail (Lucky and unlucky point scales differ by 10:1).
Miral
/signed with seppi's numbers. as for hero armor it doesnt run the calculation so it should be easy to differentiate when giving points. oh one more thing to add: make the lucky title also have an effect on % chance to salvage.
bilateralrope
Quote:
Originally Posted by Keneth
How would this work on hero armor though, that never breaks so technically you could just buy a boatload of salvage packs and salvage runes from hero armor for lucky points.
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/signed
Banditda
yeah but there should also be if you salvage a rare item +50 lucky
JeniM
10:1 Lucky to unlucky as those are the maxes
/signed not exactily exploitable
/signed not exactily exploitable
Skye Marin
I like the idea, but let's do a cost analysis.
There are currently two ways to get Lucky: Ring Games and Lockpicks.
Nine Rings
You'll return 17 tickets for every 18 tickets spent, on average. One ticket costs 15g, so to earn those 17 points, it costs that much. For simplification, we'll just say it's 1 gold :1 ticket cost-wise. Losing is faster, 6 out of 9 games are lost, or two out of three. Spending 90 tickets, getting 85 back, earning 6 points for the cost of 5 tickets, so thats 6:75, or 1:12 ish.
Salvaging
The main draw (Anet-wise) for people to salvage for the title instead of merching would be small odds that those people no longer get the merch gold, which is pretty significant. For a low estimate, you'd be turning a 100g merchable item into a 25g merchable upgrade. Re-sale value is ignored because we only care about merch-gold economies. Compare that to a successful salvage. You keep both the 100g item and the 25g upgrade. With a 50/50% chance on this happening, compare all salvages to no salvages.
None: 100+100 = 200
All: 25+100+25 = 250
So, the merchants don't have to give you 50 gold every 2 items, so 25 gold is saved from the economy every salvage, on average. An in-direct gold sink.
We then save this gold into either a win or a loss.
You get 25 Lucky points for every successful salvage, and you get 3 unlucky points for every weapon break.
What makes Nine Rings special then? Well, you don't have to fight monsters to get the drops. :P
25:3
There are currently two ways to get Lucky: Ring Games and Lockpicks.
Nine Rings
You'll return 17 tickets for every 18 tickets spent, on average. One ticket costs 15g, so to earn those 17 points, it costs that much. For simplification, we'll just say it's 1 gold :1 ticket cost-wise. Losing is faster, 6 out of 9 games are lost, or two out of three. Spending 90 tickets, getting 85 back, earning 6 points for the cost of 5 tickets, so thats 6:75, or 1:12 ish.
Salvaging
The main draw (Anet-wise) for people to salvage for the title instead of merching would be small odds that those people no longer get the merch gold, which is pretty significant. For a low estimate, you'd be turning a 100g merchable item into a 25g merchable upgrade. Re-sale value is ignored because we only care about merch-gold economies. Compare that to a successful salvage. You keep both the 100g item and the 25g upgrade. With a 50/50% chance on this happening, compare all salvages to no salvages.
None: 100+100 = 200
All: 25+100+25 = 250
So, the merchants don't have to give you 50 gold every 2 items, so 25 gold is saved from the economy every salvage, on average. An in-direct gold sink.
We then save this gold into either a win or a loss.
You get 25 Lucky points for every successful salvage, and you get 3 unlucky points for every weapon break.
What makes Nine Rings special then? Well, you don't have to fight monsters to get the drops. :P
25:3
tenshi_strife
ok 2 things /signed on principle and /signed on skye's idea.... oh and skye just an fyi you are an uber geek lol
genofreek
/signed, this would be hard (is possible) to abuse, especially if the points were earned in small amounts.
TigMagick
/signed
I think its a good idea
I think its a good idea
NeonPink
/signed!! Sounds great *nod nod*
MithranArkanere
Well... as long as you leave out the Perfect Salvaging kits, XD.
nikkesen
/signed
This is a good idea.
This is a good idea.