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Item Rewards - Official discussion thread

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Posted (edited)
On 6/13/2019 at 11:07 AM, VaMei said:

This has long been a nagging concern of mine. It really comes down to how many players of what mindset make up the player base, what their personal goals are, and how much strategic value is attached to gold and treasure (or gold vs treasure?).

Factions CWs might play out much like the Rebels vs Imperials in SWG; everyone had to choose a side, but most players only looked at it as a rivalry if they cared at all, and were perfectly content to sell goods to anyone willing to pay for them. What passed for a ‘war’ there was closer to what we’d call a scrim.

On the opposite end of the spectrum, in the dregs even your closest ally is a potential rival. That could play out much like EvE where wars may rage in null sec and a war target’s ships are fair game anywhere, but credits know no allegiance inside Jita station. Or it could be a situation where no one will trade with anyone; provide for yourself, because no one else will.

The closest analogue for dregs is shadowbane.

Generally, in shadowbane one or more players would build the equivalent of a 'trade city" that contained shacks and such to slot vendors. Everyone knew where this city was, everybody used it, people ganked each other there, generally the merchants were anonymous. This was the practice on pretty much every server, and usually people knew which player's alt (and it was generally a single player) owned the city. Often that player would just be an alt account of someone in an enemy guild, but the "gentleman's agreement" usually made the trade city exempt from formal declarations of war, and its owner generally hosted it as a neutral space without any specific banning behaviors or anything like that for enemies, with no guards and taxes only enough to keep the place running.

This behavior was born out of a need for an anonymous free market which otherwise did not exist in the game, and the general glee of ganking people between the bank and the vendors to take their stuff. Since the trade town was good for everyone, everyone treated it as neutral territory, and everyone enforced that.

In my experience the only time such cities WERE attacked was by massive Chinese zergs trying to gain a foothold because nobody would sell them a city, or just to make a point as trade citieswere generally placed in strategically important locations like at a nexus of several runegates. Attacking your server's trade town was a great way to get an entire server banded together against you and all your stuff burned to the ground even faster than just showing up with half of china and saying your goal is to destroy the server.

Edited by PopeUrban


Rub rock on face and say "Yes food is eaten now time for fight"

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Posted (edited)
On 6/13/2019 at 10:25 AM, Nextelum said:

WHAT MARKET ARE YOU RANTING ABOUT? well if in Factions we had an auction house in our temple.....harvesters don't have to wait on crafters to make money, crafters can get what they need ...WHEN they need....for a price....and then "make stuff "to sell to npc vendors"for a slight mark up value to make it "worth it" and better yet now there is competition for the "high" end mats. Now take it to the next step...set up a universal AH in "free" city so now enemy harvesters can compete for their goods(ARE U INSANE????? SELL TO THE ENEMY???)

First I was going to come here and say that I don't like the idea of a free-city auction house because it would reduce the movement of materials around the map, however, thinking about it more it might actually improve it. As you said, harvesters would be more inclined to travel to the free city if it meant there was a potential profit. And if the spirit banking is removed, then those same persons would have to transport that valuable gold back to their storage in their nearest town/safehaven. I like it! I feel like that should be the only place for an auction house though (i.e. no faction-only auction houses). That said, not sure how all this will be relevant for Dregs, unless there was a neutral city for trade. (Edit: Weird, just after I wrote that I read the post above and it related to what I was saying about a neutral trade city).

Edited by ilogos

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On 6/12/2019 at 2:00 PM, jtoddcoleman said:

You'll be able to craft better gear across the entire progression of the game and, on top of that, still have exclusivity over the best gear in the game.  Your gear will be far more durable, have better stats, and the item effects will be bespoke. 




On 6/14/2019 at 9:34 AM, soulein said:

Yes there is.... Standing in the ashes of another guild's city after a four hour siege.

This reminds me of a great way to address the banking issue.

Every stronghold in CF should have a storage area (guild/faction bank) that changes ownership when the structure changes hands.

Then the winning group, after a siege, can loot that bank and run if they're unable to hold it or stockpile their own stuff there for sale or sharing later if they plan to keep the stronghold. 

On 6/13/2019 at 9:56 AM, praelian said:

I believe you are underestimating the player base. There is no greater reward than taking loot from a player's inventory you just killed.

(this quote was previous to the former quote)

Sacrifice Value

Gold works well as currency basis in most games because, like fiat currency, it has no inherent value in those games. In CF, gold is a crafting resource and, unless it is the most sought-after inherently, gold value fluctuates with its availability and usefulness. Artificially tying gold's value as the basis of CF economy will unduly strain crafting with gold, just like gold in the real world is almost never used in wiring, even though it is inherently the best material for wiring if metal values were more equal. For this reason no single metal should be the pricing basis for items in CF.  

I noticed that in this article's "Boots of Clarity" example, all 5 boots had the same sacrifice value, even though they were progressively better. This is an example of how the sacrifice value (SV) system is unbalanced now, but after such inconsistencies are removed, I think SV would make an excellent basis for pricing everything traded between players in CF. Since the inherent SV of any resource, material or item (stuff) evaporates into XP the moment it is sacrificed, barter is still the necessary method of trade, but SV could be used to reflect the "fair trade" values of stuff for barter. Because we'd still be bartering, players get to haggle and justify "imbalances" as we wish, but SV could be the quick valuation method for most transactions. Also, I would like for crafted items to get an inherent SV boost over dropped items to encourage players to process resources before sacrificing them.

I think the K-Mart of MMO's already exists!  And it ain't us!   :)


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