Recent Topics

Ads

Being able to scavenge enemy players.

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
Rowanmantle
Posts: 206

Re: Being able to scavenge enemy players.

Post#11 » Thu Nov 16, 2017 4:53 pm

wargrimnir wrote:
Darosh wrote:
Iirc there are new player drops planned that will likely - vaguely - fullfill the same purpose longterm, with new tokens, gear and such. It might be worth considering to add talismans to the drop/loottables - ofc with an appropriate price (droprates and BoP trait), matching the rarity of the crafted equivalents and their powerlevel.
Wargrimnir gave little insight into the plannings and workings, you can find his elaborations in one of the dev diary threads (should be one before the last, maybe the one before that).
This is in reference to the market system I've devised, but it's dependent on having item stats fixed properly, something I've been grinding at off and on for a very long time. Recent patch notes you'll see there's 200-1000 items being fixed per level. This week will have another chunk of them done. It's a time consuming process, with most things being done one at a time using a scrape from the old mmodb sites as a reference, taken before they went offline.

Drops will be based on RvR kills, tokens from each class, and a trading-style minigame with vendors in each capital. Things you would be able to buy from these are largely going to be influence rewards from each chapter with scaling costs. We can also use the system to provided limited-time sales of more rare gear, and I suppose crafting fragments could be included. It opens up a world of possibilities as far as introducing items that are normally locked behind a lot of PvE grind that RvR players aren't necessarily interested in doing.

There is a possibility that we could flag item sales tied to tome unlocks as well. We could probably use that as a basis to flag items for sale provided a requisite quest line is done as well, which could be used for the Epic Weapon quests.

Not something coming soon-soon, but planned.
Brilliant news, and any news on scavenging dead destruction corpses? I so do miss getting purple frags from hated friends.
Rowanmantle /WP
Rowansrage /SL
Rowanbrowan /KOTBS
Rowanthrowan /BW
Matronmother /Dok
Handyrowan /Mara

Image

Ads
User avatar
Rowanmantle
Posts: 206

Re: Being able to scavenge enemy players.

Post#12 » Thu Nov 16, 2017 4:57 pm

Darosh wrote:It'd tempt alot of those that are already on the edge to attempt killtrading I'd imagine - tho' iirc the devs wouldn't mind that much, given that they have stepped up their scrubcatching systems.
Aside from the above..., with the amount of kills that are racked up daily, it'd probably flood and inflate the market.

Iirc there are new player drops planned that will likely - vaguely - fullfill the same purpose longterm, with new tokens, gear and such. It might be worth considering to add talismans to the drop/loottables - ofc with an appropriate price (droprates and BoP trait), matching the rarity of the crafted equivalents and their powerlevel.
Wargrimnir gave little insight into the plannings and workings, you can find his elaborations in one of the dev diary threads (should be one before the last, maybe the one before that).

Abbd.:
Re-utilizing RvR currency for crafting components might be a welcome move in general, just needs a BoP trait and a steeply scaling* pricing slapped on it.

(*e.g.: bound to RR of the player at the time of purchase [high RR players drown in RvR currency], or to the quantity of currency in one's posession [ofc with a proper minimum to avoid manipulation via deletion of currency etc, or based of the individual player's average gain] - dynamic prices if you will, they would allow for a better perception and higher control of the currency flow [baiting player into dumping their currency before new RvR gear drops/unify spending across the board and regulating things this way, instead of slapping prices-to-be-considered-ridiculous-by-average-git onto it], imo.)

E: Format, words - bloody tablet, bloody work. ¤_¤
I'm liking your idea of making talies drop from players, but isn't scavenging it from there dead bodies just the same as looting it from there corpse? Loot tables and all need to be added but i just simply made this thread on asking, how and if it can be done, and if not, why not? If the devs could clarify on the issue of course.
Rowanmantle /WP
Rowansrage /SL
Rowanbrowan /KOTBS
Rowanthrowan /BW
Matronmother /Dok
Handyrowan /Mara

Image

User avatar
Darosh
Banned
Posts: 1197

Re: Being able to scavenge enemy players.

Post#13 » Thu Nov 16, 2017 5:06 pm

Rowanmantle wrote: I'm liking your idea of making talies drop from players, but isn't scavenging it from there dead bodies just the same as looting it from there corpse? Loot tables and all need to be added but i just simply made this thread on asking, how and if it can be done, and if not, why not? If the devs could clarify on the issue of course.
Its about regulation and preservation of the economy (among other things) ~ if Wargrimnir incorporates it into his marketsystem, the resulting products would likely be primarily bound to the player that acquires them (or costly in a way that prevents churning out stuff).
Whereas a, for example, Phalanx WB farming order for a week could flood the market with rare, powerful and naturally expensive materials/talismans, if salvaging for fragments would get re-enabled.
Mind you, its not just a matter of dconomy (timesink and do on), but effectively powercreep through upgrades and likely, to some degree, realm-related issue in that regard.

Abbd.: These are my concerns, I, of course, do not speak on behalf of the devs or anyone else for that matter.

TLDR: FFA fragments versus BoP talismans/limited fragments through specific sales in the marketsystem Wargrimnir lined out. Impacts on a couple of systems and such should be taken into account and calculated, I'd figure.

E: Words, clarifications/additions.
Last edited by Darosh on Thu Nov 16, 2017 5:14 pm, edited 1 time in total.

User avatar
BrockRiefenstahl
Posts: 409

Re: Being able to scavenge enemy players.

Post#14 » Thu Nov 16, 2017 5:13 pm

Darosh wrote:
Rowanmantle wrote: I'm liking your idea of making talies drop from players, but isn't scavenging it from there dead bodies just the same as looting it from there corpse? Loot tables and all need to be added but i just simply made this thread on asking, how and if it can be done, and if not, why not? If the devs could clarify on the issue of course.
Its about regulstion and preservation of the economy, if Wargrimnir incorporates it into his marketsystem, the resulting products would likely be primarily bound to the player that acquires them.
Whereas a Phalanx WB farming order for a week could flood the market with rare, powerful and naturally expensive materials/talismans, if salvaging for fragments would get re-enabled.
Mind you, its not just a matter of dconomy (timesink and do on), but effectively powercreep through upgrades and likely, to some degree, realm-related issue in that regard.

Abbd.: These are my concerns, I, of course, do not speak on behalf of the devs or anyone else for that matter.
In a nutshell: You want to preserve, that certain rich monopolists can continue dictate the market.
They already nerfed the levels of champions and many champions became normal mobs. Giving Scavangers the chance to get fragments from dead corpses would not change much at all.
Where do you get that idea, that a WB zerg would create so much corpses?

Also they nerfed the monster exp and want to force people to stick to RvR, would be fair to give them at least a small amount of crafting materials. You still neet to farm PvE for the rest to bring your Tradeskill up etc.

If you have a proper char and grind a spot in PvE you get way more corpses without a warband and is way more efficient anyway.
Also there will be multiple players trying to scavange the corpse. It is not like 1 player will scavange 40 dead enemy players.

User avatar
Darosh
Banned
Posts: 1197

Re: Being able to scavenge enemy players.

Post#15 » Thu Nov 16, 2017 5:28 pm

BrockRiefenstahl wrote:
In a nutshell: You want to preserve, that certain rich monopolists can continue dictate the market.
They already nerfed the levels of champions and many champions became normal mobs. Giving Scavangers the change to get fragments from dead corpses would not change much at all.
Where do you get that idea, that a WB zerg would create so much corpses?

If you have a proper char and grind a spot you get way more corpses without a warband and in way more efficient.
Also there will be multiple players trying to scavange the corpse. It is not like 1 player will scavange 40 dead enemy players.
A few things:
One would expect, for the reasons you've alluded to, that the average rarity of fragments gained through player looting would have to be higher.
You can consider guilds and 6mans, especially those well organised to be one entity.
You can consider Phalanx and similar guilds/groups (which there are barely any) to be extremely <effective> as it comes to racking up kills - and therfore farming opposition -; Phalanx for example engages in fights that pugs simply do not live through, hence would barely have a shot at scavenging.
You can be sure that the oh-so-evil monopolities would be reinforced, for that you are speaking mostly of the very same - well organised - 'entities', which I forsee to be the ones indirectly capitalizing on and profiting the most from this proposed change.
You shouldn't have an issue gearing, if you have its a you-problem (likely playing as pug).
The compromise I suggested would by no means harm your ability to sustain your own talisman needs - on the contrary...

User avatar
BrockRiefenstahl
Posts: 409

Re: Being able to scavenge enemy players.

Post#16 » Thu Nov 16, 2017 5:35 pm

Spoiler:
Darosh wrote:
BrockRiefenstahl wrote:
In a nutshell: You want to preserve, that certain rich monopolists can continue dictate the market.
They already nerfed the levels of champions and many champions became normal mobs. Giving Scavangers the change to get fragments from dead corpses would not change much at all.
Where do you get that idea, that a WB zerg would create so much corpses?

If you have a proper char and grind a spot you get way more corpses without a warband and in way more efficient.
Also there will be multiple players trying to scavange the corpse. It is not like 1 player will scavange 40 dead enemy players.
A few things:
One would expect, for the reasons you've alluded to, that the average rarity of fragments gained through player looting would have to be higher.
You can consider guilds and 6mans, especially those well organised to be one entity.
You can consider Phalanx and similar guilds/groups (which there are barely any) to be extremely <effective> as it comes to racking up kills - and therfore farming opposition -; Phalanx for example engages in fights that pugs simply do not live through, hence would barely have a shot at scavenging.
You can be sure that the oh-so-evil monopolities would be reinforced, for that you are speaking mostly of the very same - well organised - 'entities', which I forsee to be the ones indirectly capitalizing on and profiting the most from this proposed change.
You shouldn't have an issue gearing, if you have its a you-problem (likely playing as pug).
The compromise I suggested would by no means harm your ability to sustain your own talisman needs - on the contrary...
I did not thought about that, thats a good point tho.
Thanks for that direction.

User avatar
NoRKaLKiLLa
Posts: 1020
Contact:

Re: Being able to scavenge enemy players.

Post#17 » Thu Nov 16, 2017 6:53 pm

Make scavenging players require a ten second interruptable channeling action, much like the old capture mechanic on rvr battlefield objectives, so thieving corpse robbers have to sit still and balance the risk/reward of getting caught scavenging in an rvr lake. I think that'd be cool but what do I know!
Image

User avatar
Nastylicious
Posts: 275

Re: Being able to scavenge enemy players.

Post#18 » Thu Nov 16, 2017 6:55 pm

or make it like regular mods thoes who kill it can scavage and loot

Ads
User avatar
BrockRiefenstahl
Posts: 409

Re: Being able to scavenge enemy players.

Post#19 » Thu Nov 16, 2017 6:59 pm

Nastylicious wrote:or make it like regular mods thoes who kill it can scavage and loot
But thank healers would be in a disadvantage by nature to a lesser degree also tanks

User avatar
Darosh
Banned
Posts: 1197

Re: Being able to scavenge enemy players.

Post#20 » Thu Nov 16, 2017 8:26 pm

BrockRiefenstahl wrote:
Nastylicious wrote:or make it like regular mods thoes who kill it can scavage and loot
But thank healers would be in a disadvantage by nature to a lesser degree also tanks
Contribution+token system+BoP talismans. Full circle: incorporation into Wargrimnir's marketsystem.

No one is being **** over, no one gets stuff for free, no system in place is getting tampered with too much ~ things aren't made available - practically in bulk - at once, and so on...

My suggestion:
Change player scavenging into a RP/vanity thing, have people compete for heads, bones and other parts of those slain. Slap a flavor text with name, date and zone onto it and give it some shiny colour - maybe bind the colour; rarity, to the k/d of those slain. Teefz gonna yield legendary-rarity*.

That would add to the banter wars, tie into - or touch onto, albeit only tangentially - Wargrimnir's project and allow for the statisfaction to be had, that is associated with plundering an enemy player's remains.

Abbd.:
Cycle through all pieces of gear or limbs (w/e) before downgrading rarity on subsequent drops, or tie it to another metric.
Consider it vertical progression/customization and occassional dopamine hit of the likes that Rowan referred to initially.
Chop of the textures (w/e, techpleb) of the various races into pieces, slap them onto trophy ragdolls ~ make dead things fashionable. Imagine a midget wearing a Teefz-outfit.
Alternatively:
A)
"Collect all parts of a fallen enemy and combine them, to summon them (NPC copy with skins, titles, tags etc performing emotes and death animation) at will, to intimidate your foes and increase the moral of your allies. Duration x seconds, Cooldown x min."
Either vanity only (useable outside combat) or moral pump with giant CD and tiny-moderate increase (based on rarity/player).
B)
Miniatures. Let Hao gather bodyparts, let him combine them to miniatures ~ let him lead a miniature army of the entire order realm into battle. :D

E: Words.

Who is online

Users browsing this forum: ince, Nameless and 7 guests