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Originally Posted by Yawgmoth
I'm cheap, I use inscribables alot simply because i have huge mounds of them, all equally perfect and boring...
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I save only req9 or less perfect weapons, and sell or give away the rest. But that's because I had all my heroes filled with collector stuff. So now I just replace old stuff with new stuff. More or less, 1 out of 100 items I get is a perfect req9, and only 1 out of 500 is gold in NM, and 1 out of 50 is gold in HM. And have only found perfect req8 as common foci, although it has been proved by characters and stated by anet that req7 and req8 drop inscribed, although VERY rare.
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But I enjoyed the game FAR more when they didn't exist. It was the best back in the first few months, when ANY gold drop was a woah! moment. When nobody had anything anywhere close to being a perfect and nobody complaied about them being hard to get. Everyone was having fun playing with whatever they had and finding better things over time. 'Perfection' was out of reach and people didn't care - using nonmax purple 12^50s didn't make anyone unable to complete a mission or anything like that. There was no *need* to grind or buy expensive rares to progress in the game and having the first high quality golds fetch 100k++ectos prices had NO impact on the game of those who couldn't afford them - they simply didn't have to buy them.
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And no one would complain if inscriptions were not the system for everything added since Nightfall. If a new chest were to be added to the Tombs, it would have inscribed drops, for example.
If 'inscribed' were a random extra property, and have both systems combined, most people would still prefer inscribed ones, since they would be able to change them, and since in GW items have fixed maximums, and those fixed maximums are easy to achieve by design so they are fair in PvP, there is no reasons for both to coexist, you put all of them inscribed and done, everything's fair for all that enter any arena.
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GW's item system was always very simple and primitive, but it was more appealing to me and showing great *potential* than those used in other MMO's (based on straight enforced progression into much better and better tiers of gear, instant soulbinding of the best gear or having a system of upgrading to uber power levels with increasing risk of breaking the item, resulting in the need for unlimited grind). All the potential unfortunately got wasted as subsequent updates only made it easier and easier to reach absolute perfection and reproducing more and more of the same, instead of expanding the system into more possibilities.
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The idea in GW is to get to the max fast, and then play with the max achieved.
If you want a game with more levels for characters and equipment, or in which there is always a 'better item' waiting to be found, maybe you should look somewhere else, or wait until GW2.
In GWO, you hit the max soon, and modding is meant to be somehow quick.
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Right now the closest to my ideal dropsystem exists only in Pre-Searing. For many kinds of items theres simply no perfection at all, instead among the sea of mediocre and bad there are some good, great, or amazing drops! Number of possibilities is so high many high-end items are one-of-a-kind and getting a good drop *really* feels great when you know it can't be just copied by anyone from a few cheap components.
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Now there is no problem! I would absolutely agree to keep the old drop system in pre-Searing only. Then all you have to do is stay there forever, and leave the rest of the game to the rest of players.
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And the best of all are PreSearing STAFFS - they have as many as 5 variable unchangable values (HSR, +Energy, Dmg range, requirement, inherent hct mod) depending on each other in a certain way and giving a huge variety of possibilities... yet the mediocre ones are perfectly usable and enough to pwn the charr.
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No, they have as much as 3 unchangable values. The staff head and wrapping can be changed thanks to Charr Kits.
And if you need one good staff, all you have to do is get the 2005 million edition update, and you get an hourglass staff.
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*** Way to go for GW2:
-Items MUST have some unchangable values differentiating their quality. They should be generated randomly but the system should be designed in such a way that those random values don't make the vast majority of rare items near useless because of coming in very odd mixes -minimize the amount of bad combos, make some mods define what the item is supposted to do, just make them vary by numeric values (see Staffs in PreSearing)
-Moddability should only be used to adjust an item to better fit playstyles or builds, but shouldn't make a common item into a perfect.
-There should be NO such thing as a strictly defined and obtainable 'perfect' at all. Instead there should ALWAYS be a possibility for finding a better one, even if only a tiny bit better. The high level plateau of power shouldn't be totally flat, following the hopefully no max char level system.
-Players don't like imperfections - don't make them clearly visible! Use the "Above the max" philosophy instead! If the expected 'max' is say +50 make the mod occassionally drop as a +51, or in very rare cases +52, and who knows if +53 is possible or not? Also, having multiple variable unchangable values connected to each other in a certain way so whole items won't appear Strictly Better than other ones, which can add a lot of depth.
-Watch carefully the fixed stat 'unique' (green) items, they're prone to overfarm and heavily impact the value of every other similar item. They should be either inferior to some of the better 'golds' of the same area or customized on pickup (as much as I hate this mechanic, it may be a must for the greens)
-Players do want Uber weapons even if they don't admit that. Make the bestest weapons feel really Uber without being significantly more powerful than typical high-level stuff. Combine the best aspects of the gear-based MMO's with the casual-friendly GW philosophy, make a system where no progression into hard to get rares is *required* but where such progression is possible in a balanced way, say uber = ~3-5% above the 'max' accessible for the masses.
-Looks is not everything, there should be room for a little statwise progression and truly unique stats and effects.
-But looks are very important to many, so instead of reducing an item to 'a skin' and 'a pile of separate mods' add a way to transfer *full stats* of one item into a skin of another one of similar or lesser rarity level, resulting in destruction of whole 2 old items and creation of 1 new item, which should be customized to character that did the transformation. Note that this doesn't create new value, but it's a great sink removing top stat weapons AND top looking weapons from the economy, this process could also be a major goldsink.
-But that thing should be only the last resort - the most rare epic skins should be automatically of better quality than typical rare of the same level, so there's no "I found a Crystalline but it's crap" without resorting to something as lame as full moddability.
- Weapons and Mods should leave the economy almost as fast as they enter it - add severe penalties for using not customized weapons, and mods put on an item by a player should not be recoverable without complete destruction of the item it's salvaged from.
-Player based crafting can be a great thing, but don't make it a game of building blocks, significant randomization is important when it comes to magic modifiers on items.
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Way o go for GW2?
- First of all: CUSTOMIZE TO USE. No more eating a cake for a while, and then having it again to sell it when you get bored of it. You can't use a sword a giant was using or a dragon swallowed unless a weaponsmith uses his 13375 magiks to fix it into something you can use. Items should be either for use or for sell, but never both. Once an item is customized, it can be used only by characters of that account, and not even merchants would pay for it. Only things left for it would be usage, salvage or discard.
- The only unchangeable values an item needs is the basic properties that define the item. In the case of a sword, it would be its damage, in the case of a shield, it would be its defense. In the case of a 'flaming sword', it would be 'dealing flame damage instead slashing' and its damage numbers. Anything else would just be extras that can be changed and modified.
- Moddability should be just like in GW1: only be used to adjust an item to better fit playstyles or builds, but shouldn't make a common item into a perfect. An item that requires someting and having a certain damage would stay as requiring that something and having such certain damage, regardless of the mods you add, just like in GWO.
- The should be perfectly defined maximums for items: the ones defined for PvP. Anything beyond that would be PvE-only and become leveled to the PvP maximums upon entering PvP.
- Scape the 'King of the Hill' system many games use. There shouldn't be always a better item waiting, once you have reach the maximums, all that counts would be functionality, skins and PvE-only extra properties. A new different cool skin you may want to use with your armor will be waiting for you instead another stick like the last one that just happens to deal more damage.
- Unique items would be:
** With properties never found in any other items like those, that will be, of course, unique PvE-only properties disabled in PvP.
** No unique skins. There would be unique item for each skin, that would be noted with a different color name and an unique glow around the hands that hold it when equipped, or something like that. No two uniques with the same skin, no skin only for an unique.
** Grow with the user. There should never be two greens with the same properties. Once customized, their properties will go with the level of the user, but the fun of it is that the monsters that drop the greens (and his lackeys) will also ignore the levels of the party that fights them, so they would be as hard for those that fight at level 10 that for those that fight them at level 100.
- Since it will be a game with more levels, perfect items only would appear after a certain point of the game in PvE, where monsters start to have high levels. Skins should never be linked to levels of the item, just to the base attributes, i.e., A jitte has blunt damage, a flaming sword flaming damage.
- A set of PvP properties that all items will have. Any extra properties an item has would be PvE only. The idea is that when fighting others, the one that leveled more and has higher level items will not be the one with the upper hand.
- Since there will be no PvP characters, a PvE chracter must turn into a PvP character upon entering PvP. All PvP properties items have would become maxed when they enter PvP, and all PvE properties are disabled.