Re: Being able to scavenge enemy players.
Posted: Thu Nov 16, 2017 4:53 pm
Brilliant news, and any news on scavenging dead destruction corpses? I so do miss getting purple frags from hated friends.wargrimnir wrote: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.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).
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.